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U.S.A.  $3.00 
CANADA  $3.50 


Type  them  in  ♦  ♦  *  * 
Risky  Rescue       ^ 
Arena  Psychotica 
Math  Wizard 

ANTIC  nx 


AKTIFIClAi 
INTEUMENCE 

(an  experiment) 

NEW  PRODUCTS 

Movie  Maker 
Gateway  to  Apshai 
The  Arcade  Machine^ 

and  more  *  *  *  * 


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Includes  AC  Adapter/ 
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Free  CompuServe  DemoPak™ 

1  year  warranty 

Connects  to  Joystick  Port 

Works  on  ALL  Atari  Computers 


SOPHISTICATED 
SMARTTERMINAL 
SOFTWARE  ON  CARTRIDGE 

FEATURES: 

Supports  XMODEM  Protocol 
ASCII/ATASCII  Translation 
Allows  Transfer  of  Files 
Larger  tfian  Memory 
Upload /Download  of  Text 
and  Programs 
100%  Maciiine  Language 


1^ 
Multiple  Buffer^ 
Off-Line  Editing 
Variable  Baud  Rate 
Parity  Options 
Full/Half  Duplex 


Only 
$99.95 


Replaces  Atari  850™  Interface  Module 

Compatible  with  all  software 

3  foot  cable  with  Centronics  plug 
(compatible  with  Epson,  NEC,  Prowriter,  etc.) 

2  year  warranty 

Connects  to  serial  bus  on  computer 
Daisy  chains  with  other  Atari  peripherals 
Works  on  ALL  Atari  Computers 


Atari  850,  THE  SOURCE,  and  CompuServe  DemoPak  are  trademarks 
ot  Atari.  Inc.  Readers  Digest  and  CompuServe, 
k  Microbits  is  not  afliiiated  witti  Atari.  Readers  Digest  or  CompuServe. 


CR« 


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Vbcir  Atari  600XL 

Just  plug  it  onto  your  Atari  600XL  Computer    Z'   • " 
Now  your  Atari  600XL  can  run  powerful  disk  software*     ■'.■ 
Allows  larger  work  space  for  software  such  as  Visicalc,  Atari  Writer,  etc. 
Run  any  of  tlie  software  that's  used  on  the  Atari  800XL    ' 
Run  powerful  peripherals 


i-' 


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PERIPHERAL 
PRODUCTS 

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MicroRam64K  Memory  Board  gives  your  ° 
Atari  600XL  all  flic  Power  you've  ever  wanted! 


Copyright  1984  Microbits  Peripheral  Products.  Inc. 


Atari  is  a  registered  lrademari<  of  Atari.  Inc. 


Pholo  Courtesy:  NASA 


J. 


r\ 


S^, 


\r 


ssDfflra 


0 
ro 

0 

TO 


TM 


1  liiiiii  llissii !»!! 


'3  It  I  if  II  Ili-.^i(  illii 


Ifl  "li 


Scott  Lamb's  Interactive 
Space  Fantasy  Adventure 

Jupiter  Mission  1999  is  Aualon  Hill's  Trademarl<  Name 
Kfor  its  Microcomputei  Space  Adventure  Role  Playing  Game. 


«2  liiilll  lli%Sil  I  HIE 


i" 


.;jt  micnoccmputcr  gomes' 


-4M» 


Stiip  status  Display: 
Damage  report 


Navigation  Display; 
Used  to  plot  course 


Science  Lab  Display: 
Probe  report 


Science  Lab  Display: 
Jupiter  system  diagramatlc 


®  Trademark  of 
Warner  Communications 


RRRINGM!        RRRiNG!!!        RRRINGUI 

Too  early  on  a  chilly  January  morning,  I  was  jarred  awake  by 
the  noxious  blaring  of  my  traitorous  doorbell,  As  I  moved  to  accost 
the  unknown  aggressor,  with  the  full  force  of  semi-conscious 
wrath,  I  pulled  on  my  robe  and  lost  my  dignity  to  the  pain  of  a 
stubbed  toe.  Now  fully  awake,  I  opened  the  door,  prepared  to 
educate  the  mysterious  interloper  on  the  meaning  of  manners. 
My  determination  to  this  end  was  somewhat  shattered  when  I  saw 
two  large  men  clad  in  long  overcoats  and  wide-brimmed  hats. 
Instinctively,  I  tried  to  slam  the  door.  My  retreat  to  safety  was 
denied  by  the  advance  of  the  strangers.  Before  I  could  protest 
their  entry,  my  vision  was  drawn  to  the  shining  silver  badges  that 
hung  from  their  now  unfolded  wallets.  They  were  government 
agents. 

Hesitantly,  trying  to  remember  any  crimes  that  I  had  ever 
committed,  I  invited  them  into  my  home.  At  their  request,  I 
produced  my  driver's  license  and  other  forms  of  identification. 
After  examining  these  credentials,  they  asked  me  to  pack  a  bag 
for  an  extended  journey,  After  some  protest  and  argument,  I  was 
made  to  understand  that  my  options  in  this  matter  were  less  than 
limited.  My  country  needs  me,  they  said— with  the  clear 
implication  that  either  I  pack  and  dress  or  I  take  an  extended 
journey  in  my  robe. 

This  is  how  my  adventure  began.  From  my  cold  apartment,  I 
was  taken  to  a  towering  vehicle  for  an  emergency  mission  to 
Jupiter.  My  very  life  on  the  line  and,  possibly,  the  survival  of  the 
planet  Earth  as  well,  and  only  God  knows  what  other  kind  of  perils 
await. 

JUPITER  MISSION  1999  is  a  highly  detailed  role-playing  space 
adventure  game  that  includes  challenging  arcade  segments 
and  mystifying  puzzles.  Four  separate  program  disks  are  enclosed 
to  test  the  creative  Imagination  of  the  advanced  computer 
gamer.  JUPITER  MISSION  1999  is  ready  to  run  on  your  Atari®Home 
Computer  with  48K  memory  and  one  disk  drive.  $50.00 

Available  at  leading  computer  software  dealers,  or  call  toll- 
free  for  further  information:  1-800-638-9292 


AH 


microcomputer  games 


® 


hJwI  a  Division  of  The  Avalon  Hill  Game  Company 

4517  HARFORD  ROAD,  BALTIMORE,  MD  21214     1-800-638-9292 


Porthole  View 
of  Jupiter  and  a  moon 


Lander  Approach  Display: 
note  descending  spaceship 


Exploring  an 
Alien  Complex 


Exploring  an 
Alien  Space  Station 


Joystick  required 


Ou* 


page  45 


page  53 


page  62 


The  ATARI  Resource 


APRIL  1984       VOLUME  3,  NUMBER  1 


FEATURES                                           1 

ANTIC  PIX  GAMES  by  David  Duberman 

45 

A  survey  of  favorites 

CREATIVE  PROGRAMMING  WITH 
PLAYER/MISSILE  GRAPHICS  by  Philip  Seyer 

50 

A  simple  way  to  add  color 

MATCHBOX  TIC-TAC-TOE  by  Joe  Hafner 

53 

An  introduction  to  artificial  intelligence 

ATARI  CONTROLS  YOUR  ENVIRONMENT  by  Jeff  McHie 

58 

Simple  computer  appliance  interface 

MEMORY  WINDOW  by  Dave  Mentiey 

62 

A  byte-sized  look  at  your  Atari  memory 

LITTLE  BROTHER  GROWS  UP  by  Dicl<  Slavens  &  Jim  Lee 

67 

Audio/Video  output  for  the  400 

WHEELS  WITHIN  WHEELS  by  Jungbo  Yang 

69 

A  panoply  of  patterns 

ELECTRONIC  BIRTHDAY  CARD  by  John  Slaby 

•f2 

Celebrate  ANTIC'S  second  birthday 

Idepartments 

INSIDE  ATARI 

BIOMECHANICS  AT  THE  OLYMPICS  by  David  F.  Barry 

STARTING  LINE 

14 

TALK  TO  YOUR  PERIPHERALS  by  William  W.  Hough 

EDUCATION 

18 

MATH  WIZARD  by  Matthew  Ratcliff 

LIGHT  PEN  DOODLE  by  John  &  Mary  Harrison 

LOGO/PILOT 

22 
30 

SAFE  SPACE  AND  LARGE  LETTERS  by  Ken  Harms 

PROFILES 

35 

JOHN  VICTOR  —  Computer  Educator  by  Chris  Rauber 

GAME  OF  THE  MONTH 

37 

RISKY  RESCUE  by  J  D.  Casten                                                                     77 

THE  TOOL  BOX                                                                                                ••New  Department** 

UPDATE  DISKS  WITH  NOTE  AND  POINT  by  Jerry  White 

•  •BONUS  GAME^^ 

82 

ARENA  PSYCHOTICA  by  Erik  Wolpaw 

ASSEMBLY  LANGUAGE 

85 

PAST  PAGE  SIX  by  Vern  Mastel 

BEYOND  THE  BASICS 

90 

PRINTERS  AND  SPOOLERS  by  David  and  Sandy  Small 

91 

EDITORIAL  _ 
I/O  BOARD . 
HELP! 


6      PRODUCT  REVIEWS  . 

8      TANGLE  ANGLES  _ 

12      SHOPPER'S  GUIDE  _ 


PUBLIC  DOMAIN  SOFTWARE . 
MICROSCREENS 


34      LISTING  CONVENTIONS. 
.  88      NEW  PRODUCTS 


93 

103 
109 
111 
113 


^^^^^F  me  ATABI  Res 


me  ATABI  Resource  Publisher 

James  Capparell 

Managing  Eclitor 

Robert  DeWitt 

Assislanl  Edilor 

Christopher  Rauber 

Technical  Editor 
David  Duberman 

Editorial  Assistant 

CaitUn  Morgan 

Copy  Assistant 
Aria  Ertz 

Technical  Assistant 

Jacl<  Powell 

Contributing  Editors 

Carl  Evans   Ken  Harms 

John  &  Mary  Harrison 

David  &  Sandy  Small 

Jerry  White 

Art  Director 

Marni  Tapscott 

Production  Supervisor 

Kyle  Bogertman 

Contributing  Itliistrntors 

Beatrice  Benjamin 

Lilianne  Milgrom 

Karen  McDonald 

Lance  Jackson 

Cover  Illustration 

John  Mattos 

Circulation  Manager 

Les  Torok 

Subscriptions 

Julianna  Hoffman 
Monica  Burrell 

Shipping 

Augustus  Jones 

Accounting 
V.J.  Briggs 

Acirerlishig/Prociuction  Coordinator 

Linda  Tapscott 

Advertising  Sales 
Steve  Randall 

General  Offices  (415)  V5~-0H86 

Advertising  Sales  (-ilS)  661-5400 

Credit  Card  Subscriptions 

outside  California  (800)  22^-16/7  ext.  133 

inside  California  (800)  ''■72-3545  ext.  133 

Subscription  Probleins  (415)  95^-0886 

April  1984 

Volume  3,  Number  1 

ANTIC— The  ATARI  Resource  is  published  twelve 

limes  per  year  by  ANTIC  Publishing.  Editorial 

offices  are  located  at  524  Second  Street,  San 

Francisco.  CA  94107.  ISSN  0745-2527,  Second 

I  Class  Postage  paid  at  San  Francisco.  California  and 

additional  mailing  offices.  POSTMASTER:  Send 

address  change  to  ANTIC,  524  Second  Street. 

San  Francisco,  CA  94107. 

Editorial  submissions  should  include  program 

listing  on  disk  or  casscue,  and  text  file  on  media 

and  paper  if  text  was  prepared  with  a  word 

I  processor.  Media  will  be  returned  if  self-addressed 

stamped  mailer  is  supplied,  ANTIC  assumes  no 

responsibility  for  unsolicited  editorial  material, 

ANTIC  is  an  independent  periodical  not  affiliated 

in  any  way  with  Atari,  Inc.  ATARI  is  a  trademark 

of  Atari,  Inc.  AJI  references  to  Atari  products  are 

irademarked  and  should  be  so  noted. 

Copyright©  1984  by  ANTIC  Publishing. 
All  Rights  Reserved.  Printed  in  USA. 


editorial 


With  this  issue  we  begin  our  third  year  of  publishing  and  bringing  you  ANTIC  — 
The  Atari  Resource,  We  extend  our  thanks  to  the  entire  ANTIC  family  of  readers, 
retailers,  subscribers,  contributors,  advertisers  and  staff.  You  are  all  involved 
every  month  in  making  ANTIC  the  very  best  source  of  information  available 
to  the  Atari  PC  owner. 

It  seems  the  term  PC  has  become  generic,  meaning  personal  computer.  I 
believe  it's  time  Atari  owners  (about  a  million  of  us  by  our  count)  start  recog- 
nizing our  machine  for  what  it  is,  the  very  best  personal  computer  you  can 
get  for  less  than  J8 1,000. 

We  have  achieved  many  of  our  goals  this  year.  ANTIC  "went  monthly"  and 
you  got  it  monthly.  We  now  sell  more  than  100,000  magazines  per  month,  which 
makes  ANTIC  the  largest  selling  Atari-only  monthly  periodical.  We  have  set 
and  met  high  standards  for  quality  in  material,  art,  color  and  production  that 
leave  our  less  dedicated  competitors  far  behind.  We  have  switched  to  perfect 
binding  (square  back)  to  make  it  easier  to  store  ANTIC  on  your  shelf. 

We  have  developed  a  true  monospaced  type  font  for  our  listings  that  includes 
the  special  Atari  graphics  characters.  In  conjunction  with  our  TYPO  tables,  this 
provides  you  with  the  most  accurate,  easy-to-read,  and  attractive  listings  found 
in  any  computer  magazine. 

What  else  did  we  do?  Well,  our  first  book  is  now  reality,  The  Best  of  Antic. 
For  only  $12,95  we  present  300  pages  of  articles  and  programs,  including  six 
never-before-published  games.  It's  a  small  demonstration  of  our  dedication  to 
good  value,  (See  advertisement  and  order  form  on  pages  38  and  39,) 

Well,  that's  last  year;  this  computer  business  waits  for  no  one.  What  are  we 
planning?  More  of  the  same  high-quality  material  by  well-known  and  knowl- 
edgeable writers  in  the  Atari  world,  continued  dedication  to  accurate,  readable 
listings,  relevant  product  information  and  a  genuine  interest  in  things  Atari. 

Watch  for  a  communications  column,  the  how-to  of  the  modern  computer- 
telephone  marriage.  Also  expect  to  see  more  information  on  education;  as  pro- 
ducts mature,  so  will  this  department.  You  can  expect  to  see  some  design  changes 
in  typeface  and  department  names,  all  originating  with  the  idea  that  you,  our 
valued  customer  and  fellow  computer  enthusiast,  want  your  money's  worth. 
After  all,  it  is  our  communal  interest  that  makes  ANTIC  successful. 

Look  around  at  the  other  personal  computers.  Aren't  you  glad  you  own  an 
Atari  PC?  Do  you  realize  that  even  the  Atari  400  is  still  essentially  compatible 
with  the  newest  computers  in  the  Atari  line?  What  other  machines  can  make 
that  claim?  We  have  a  community  of  interest  built  around  the  best  eight-bit 
PC  ever  built,  and  ANTIC  is  proud  to  be  a  part  of  it, 

^  Mr      James  Capparell, 

M  W  i         Publisher 


ANTIC,  The  Atari  Resource 


=^-» 


XeppeKn 

c.vct  the  pr'S° 


Encounter        ,^„et, 

Aloneonadswntp 

g.leveltankDa 

^«°"r'Tfor  he  deadly 
Watch  out  for  tne  5 

drones  and  sneakyso^ 


Atari  disk  &    ^ 
cassette  j.. 


..  •    o  ^.^.ccette    Id!  A 


Atari  disk  &  cassette  « 


^•'«^^^'A?oat- 

^'"^'^'"''ndShamusCasell, 

5''°'""'nncerPha^°°*''^ 
Necromancer,  r 

Curse,  Quasimodo. 


that's  only  the  beg       J  ^f 

from  the  w'BTriJUal 

lethal  en- 
ergy fields 
to  devastat- 
ing earth- 
quakes. 

Can  you 
defeat  the 

Timelords?         „p_, 
Atari  disk  &  cassette 

AN^^-n^^SotTot 
^'''^'Tl^s  everywhere, 

orVISA/M°''*«''^°' 
number. 


I  compu»«"- 

\ 

I  Nome- 


ondf 


■^r:^!^^"°" 


^c.de.nc'kof'^'"^'' 


Computef 


i/o  board 


•m 


HELPING  LETTER  PERFECT 

My  favorite  word  processor  for  the  Atari 
is  Letter  Perfect  from  LJK,  but  I've  been 
frustrated  by  my  inability  to  obtain  a  print- 
out of  the  file  directory  on  my  storage  disk. 
For  some  reason,  LJK  has  customized  their 
DOS  and  offset  the  disk  directory  by  two 
sectors,  compared  to  Atari  DOS.  Therefore, 
DOS  can't  find  the  directory.  The  secret  is 
to  POKE  4226,107. 

Donald  Nelson 
Hillsborough,  NC 
Thanks  for  the  tip,  Donald.  We  used  your 
idea  to  write  a  short,  easily  modifiable 
routine  that  reads  an  LJK-file  disk  direc- 
tory and  sends  it  to  the  printer: 
10  DIM  FILES(20):POKE  4226,107 
20  OPEN  #1, 6, 0, '  'D:  *.  •  • ':  OPEN  #2, 8, 0, 

"P:  ".TRAP  100 
30  FOR  1  =  1  TO  64 

40  INPUT #1, FILES:?  FILES:  ?  #2;FILES 
50  NEXT  I 
100  POKE  4226, 105:  REM  Back  to  normal 

DOS 
-ANTIC  ED 

TRAP  GRAPHICS  0  ERRORS 

I've  written  an  error-trapping  subroutine 
for  inclusion  with  any  Graphics  0  text  pro- 
gram that  prompts  the  user  for  a  response. 
If  the  user  enters  information  that  would 
normally  cause  the  program  to  crash  (e.g. , 
non-numeric  data  when  the  program  ex- 
pects a  number),  the  subroutine  traps  the 
error  at  the  line  of  the  input  statement.  It 
saves  that  line  number,  briefly  displays  an 
error  prompt,  and  returns  to  the  line  that 
contains  the  input  statement.  Line  2  is 
necessary  to  create  the  TRAP. 

2  TRAP  31  00ei:REM  ERROR  H 
ANDLING  ROUTINE 
31 000  ERR0RLNE=256*PEEK( 
187)+PEEK( 186) 
31010  ?  "YOU  HAVE  MADE  AN 
ERROR  !■•:  ?  'CAREFULLY  ENT 
ER  YOUR  RESPONSE  AGAIN." 
31020  FOR  ERR0R=1  TO  150 
.-NEXT  ERROR 

31 030  TRAP  31 000:GOTO  ER 
RORLNE 

Robert  R.  Ambrose 
North  Bellmore.  NY 


TWO-COLOR  PLAYERS 

1  am  12  years  old.  I  recently  received  an 
Atari  800  and  the  4 10  program  recorder. 
I'm  very  interested  in  programming,  and 
have  recently  learned  about  Player/Missile 
graphics.  My  cjuestion  is,  how  do  you  make 
a  two-color  player? 

Carlos  MuriUo 
Garden  City,  NY 
Memory  location  623  controls,  among 
other  things,  various  Player/Missile  op- 
tions. If  you  POKE  623,  PEEK(623)-h32, 
and  then  overlap  two  players,  a  third 
color  will  appear  where  they  overlap.  You 
can  combine  players  0  and  1,  and  players 

2  and  3,  to  make  as  many  as  two  three- 
color  players  Our  forthcoming  ANTIC's 
Book  of  Games  (working  title)  ivill  include 
a  Player/Missile  Editor  thatalloiusyoii  to 
experiment  with  this  effect.  — ANTIC  ED 

ANCHOR  ADAPTOR 

Thanks  in  part  to  efforts  by  the  ANTIC 
staff,  the  Atari  version  of  the  Anchor  Mark 
XII  1200-baud  modem  (reviewed  in 
ANTIC,  page  109,  February  1984)  now 
comes  equipped  with  a  free  adaptor.  The 
adaptor  lets  you  connect  the  modem 
directly  to  your  850  interface  box;  there 
is  no  need  for  additional  cables  or  con- 
nectors. If  you  've  already  purchased  a 
Mark  XII,  Just  return  it  to  the  factory  for 
free  installation  of  the  adaptor  — ANTIC  ED 

THANKS  FOR  THE  MEMORIES 

Thank  you  for  the  flattering  treatment  you 
gave  my  graphics  in  your  January  "Micro- 
screens"  column.  It  was  also  nice  to  see 
the  screen  dump  of  one  of  my  pictures  else- 
where in  the  same  issue  (Product  Reviews, 
page  109).  I've  been  reading  ANTIC  for 
over  a  year,  and  enjo)'ing  it  very  much,  but 
it  had  never  occurred  to  me  that  I  could 
be  a  contributor 

By  the  way,  as  a  result  of  your  column 
Gary  Koffler  of  Datamost  called  to  discuss 
my  artwork.  Also,  your  check  made  it  pos- 
sible for  me  to  buy  Movie  Maker  by  Reston 
Software. 

Guy  Conrad 
Woodside,  CA 


A  CHALLENGE 


Interested  in  winning  a  SIOOO  Atari  com- 
puter system.^  If  you're  one  of  12  ivinners 
in  the  second  annual  Computer  EdGame 
Challenge,  sponsored  by  Verbatim  Corp. 
and  Scholastic  Inc. ,  that  will  be  your  prize. 
Simply  submit  a  nonviolent  educational 
game  for  use  on  the  Atari  400,  600XL, 
800,  800XL,  or  1200XL  computer  by  April 
30,  1984.  Contest  categories  include 
mathematics,  language  arts,  sciences, 
health/nutrition,  and  geography/social 
studies. 

For  further  information,  call  (212) 
505-3485  or  write  to:  Computer  EdGame 
Challetige,  Scholastic  Inc. ,  730  Broadway, 
New  York,  NY  10003.  —ANTIC  ED 


IS  THERE  A  1025? 


I've  been  trying  to  get  information  about 
the  Atari  1025  printer  recently  —  so  far 
without  success.  ANTIC's  January  issue 
featured  printers,  but  it  didn't  include 
anything  on  the  1025!  Why  not?  Is  there 
a  1025? 

Arthur  R.  Thom 
Palm  City,  FL 
Our  most  recent  information  from  Atari 
indicates  that  the  1025  printer  has  not 
been  discontinued,  and  is,  in  fact,  avail- 
able in  most  parts  of  the  country  right 
now.  However,  as  is  the  case  with  the 
600XL  and  800XL  computers,  distribu- 
tion has  been  delayed  in  some  areas. 
—ANTIC  ED 


A  VOTE  FOR  UTILITIES 


I  want  to  commend  you   on   "Typer's 
Toolbox"  (ANTIC,  page  75,  January  1984). 
It  was  an  exceptional  utility  program.  1  just 
completed  a  program  that  included  thirty 
DATA  statements  without  making  a  single 
error!  Keep  up  the  excellent  work.  I  hope 
to  see  more  such  utilities  in  the  future. 
Larry  Lewandowski 
"West  Seneca,  NY 
Ybti  will.  In  particular,  keep  an  eye  on  our 
new  department,  "The  Tool  Box,"  which 
ii<  ill  feature  utility  programs  from  the  pro- 
lific workshop  of  Jerry  White  —ANTIC  ED 
continued  on  page  10 


ANTIC,  The  Atari  Resource 


What  do  voice 
synthesizers  have 
in  common  with 
movies? 

They  don't  make 
them  like  they 
used  to. 

Because  now 
there  is  S.A.M.  The 
Software  Automatic  IVlouth'." 
The  first  software-only  speech 
synthesizer  for  Commodore  64 
Atari  and  Apple  computers. 

Developed  by  Mark  Barton 
of  Don't  Ask  Software,  S.A.M. 
is  designed  to  give  you  all 
the  power  of  conventional 


hardware  speech 
devices.  Without 
the  hardware. 

And  without  the 
high  price. 

S.A.M.  is  the 
program  that 
makes  other  pro- 
grams talk.  Busi- 
ness programs.  Educational 
programs.  Recreational  pro- 
grams, too. 

You  can  use  it  in  any  num- 
ber of  useful  ways. 

To  write  instructions  that  talk. 
Stories  that  tell  themselves. 
And  creative  new  games  with 


characters  that  converse  or 
opponents  that  crack  jokes. 

And  you  can  do  it  all  with 
ease.  With  phonetic  or  plain 
English  Input. 

S.A.M.  can  say  anything  you 
like,  any  way  you  like— you 
choose  the  pitch,  tone,  speed 
and  Inflection. 

If  you  want,  you  can  even 
choose  the  voice. 

Here's  talking  to  you,  kid. 
(The  Apple  version  includes  an 
8-blt  digital-to-analog  converter 
and  audio  amplifier  on  a  card. 
It  requires  48K  and  a  speaker 
The  Atari  version  requires  32K.) 


Say  it  again,  S.A. 


WHAT,  NO  MAY  ISSUE? 


Your  next  issue  of  ANTIC  will  be  dated 
June  1984.  We  ivill  not  publish  an  issue 
this  year  with  a  May  cover  date.  However, 
ive  are  not  skipping  an  issue/  We're  sim- 
ply adjusting  our  cover  date  to  allow 
more  time  for  distribution  and  to  give 
ANTIC  a  longer  shelf  life  in  retail  outlets 

The  June  issue  will  be  Volume  3, 
Number  2.  There  will  be  12  issues  in  this 
volume,  and  all  subscriptions  will  be 
automatically  adjusted  to  ensure  that  you 
receive  the  proper  number  of  issues. 

Distribution  of  the  June  issue  luill  begin 
in  early  May.  Subscribers  should  receive 
their  copies  by  the  middle  of  the  month. 
—ANTIC  ED 

LIFELINES 


Because  the  word  "computer"  scares  the 
living  daylights  out  of  nearly  everyone 
where  I  live,  I  depend  on  my  subscriptions 
to  keep  me  informed.  The  only  other 
sources  of  information  I  can  depend  on  are 
the  various  bulletin  board  systems  located 
around  the  country.  You  should  see  my 
phone  bill!  Keep  up  the  good  work! 
David  Roling 
Hannibal,  MO 

DESPERATE  TO  DOWNLOAD 

I  recently  purchased  an  Atari  835  direct- 
connect  modem  with  Telelink  II  software. 
I  was  very  disappointed  to  find  that  this 
package  isn't  capable  of  uploading  or 
downloading.  Can  you  tell  me  what  ter- 
minal software  will  allow  me  to  upload  and 
download  with  my  modem? 

David  McMahan 
Princeton,  TX 
You're  right,  the  835  can't  download  or 
upload  with  Telelink  11,  and  you  can 't  use 
terminal progrclms  other  than  Telelink  II 
with  the  835,  because  the  system  doesn't 
employ  an  RS232  interface.  However,  this 
situation  is  about  to  change.  Atari  Prod- 
uct Support  has  announced  the  avail- 
ability of  a  neiv  handler  for  the  835.  If  you 
incorporate  this  handler  into  your  own 
terminal  program,  such  as  JTERM  or 
AMODEM,  it  will  allow  you  to  uploadand 
download  with  the  835.  For  further  infor- 
mation, contact  Atari  Product  Support, 


P.O.    Box  61657,    1312   Grossman  Ave, 
Sunnyvale,  CA  94088.  —ANTIC  ED 

HELPFUL  HINTS 


As  an  owner  of  an  MPP-llOO  Printer  Inter- 
face from  Microbits  Peripheral  Products, 

I  heartily  agree  with  your  review  of  the 
product  (ANTIC,  page  109,  November 
1983).  It  is  indeed  a  practical,  economical 
product.  However,  it  is  not  compatible 
with  all  software.  Early  versions  of  Zaxxon 
will  not  work  with  it,  but  Datasoft  will  ex- 
change such  programs  for  a  compatible 
version  at  no  charge.  Also,  Monkey  Wrench 

II  does  not  work  with  the  MPP  ROM  in- 
stalled. There  is  no  known  fix  for  this. 

Also,  a  word  of  caution  to  those  who  in- 
tend to  purchase  AtariWriter  If  you  use  the 
program  with  a  printer  that  is  not  manufac- 
tured by  Atari,  you  may  need  to  buy  a 
printer-driver  program  for  S25  from  APX 
(Atari  Program  Exchange).  This  lets  you 
employ  special  printing  functions  such  as 
underhning,  boldfacing,  and  both  super- 
and  subscripts.  Or  you  can  do  without  it, 
by  embedding  appropriate  hexadecimal 
print-format  codes  into  the  text. 

Here's  a  hint  that  makes  that  chore  easier. 
Instead  of  typing  in  the  string  of  codes, 
type  in  a  character  that  isn't  used  in  your 
text,  such  as  an  asterisk(*).  Then  use  the 
search-and-replace  function  to  replace 
each  occurrence  of  that  character  with  the 
code  string. 

Joseph  F.  Carroll 
Westminster,  MD 

GEMINI  SCREEN  DUMP 

The  Screen  Dump  program  by  Jerry  White 
and  Fernando  Herrera  in  the  January  issue 
(ANTIC,  Screen  Dump,  page  73)  is  great. 
But  to  get  it  to  run  properly  on  my  Gemini 
10  printer,  I  had  to  change  line  120  to  read 
as  follows: 

120  CLOSE  #l:OPEN  #1,8,0,"P:": 
?#1;CHRS(27);CHRS(64);CHR,$(27) 
;CHRS(51);CHR$(16) 
Note  the  last  two  characters.  CHRS(51) 
tells  the  printer  to  prepare  for  the  n/l44" 
line  feed;  CHR»(16)  sets  the  line  feed  at 
16/144"  (1/9").  This  eliminates  the  extra 
line  space  created  by  the  original  program. 
Jim  Thompsen 
Brentwood,  NY 


DISCOVERING  ANTIC 


I  recently  purchased  an  Atari  800  and  a  disk 
drive,  and  then  discovered  ANTIC.  All  I  can 
say  is  that  if  I'd  known  about  your  magazine 
earlier,  I  would  have  purchased  my  Atari 
sooner  I  consider  ANTIC  to  be  the  bible 
for  the  Atari  owner,  and  I  want  to  compli- 
ment the  entire  staff.  You  make  computing 
fun. 

Gary  Silverman 

Teaneck,  NJ 


NOTE  AND  POINT 


1  look  forward  to  receiving  every  issue  of 
ANTIC,  particularly  those  in  which  you 
survey  peripherals  (such  as  your  January 
1984  printer  survey).  So  many  different 
peripherals  are  available  for  Atari  com- 
puters that  it  can  be  very  difficult  to  decide 
which  to  buy.  As  a  result,  I  hope  that  you'll 
continue  to  publish  such  articles. 

I  also  hope  to  see  some  articles  in  ANTIC 
about  using  data  files  on  disk,  and  I'm 
especially  interested  in  the  use  of  random 
files  with  NOTE  and  POINT. 
Anita  Gould 
White  Plains,  NY 
Thanks  for  the  kind  ivords.  We'll  certain- 
ly continue  to  survey  peripheral  products 
that  are  of  interest  to  Atari  computer 
users.  In  fact,  we're  planning  to  publish 
a  disk  drive  survey  in  our  June  issue.  By 
the  way,  a  tutorial  by  Jerry  White  on  the 
use  of  NOTE  and  POINT  ("Disk  Update 
Usi7ig  NOTE  and  POINT")  appears  in  this 
issue  —ANTIC  ED 


A=USR  REBOOT 


It  is  a  documented  fact  that  POKE  580,1 
and  [SYSTEM  RESET]  will  do  a  cold  start 
boot.  But  did  you  ever  wish  you  could  do 
the  same  thing  from  a  programV  A  simple 
A  =  USR  (61733)  will  do  a  complete  reboot 
of  the  system.  This  happens  to  be  the  ad- 
dress of  the  "reset"  on  the  6502  processor. 
Vern  L.  Mastel 
Mandam,  ND 


□ 


10 


ANTIC,  The  Atari  Resource 


a    M    IM    I    T    R    E    IM    D'S 


^ 


UuMiMiMmammmamm 


For  200  years  the  people  of  Axia,  the  central  planet  In 
a  cluster  of  colonies  known  as  the  Local  Group,  have 
relied  on  spacecraft  from  Earth  for  economic  support. 
The  spacecraft,  propelled  by  Earth's  prized  Hyperspace 
Booster,  arrive  regularly  at  Axia,  carrying  Earth's  latest 
technological  advances  and  trained  personnel.  These 
shipments  from  Earth  are  strictly  one-way,  because  the 
Local  Group  does  not  have  a  Hyperspace  Booster;  Earth 
has  been  dispatching  the  ships  based  only  on  her  faith 
in  the  colonists'  ability  to  survive. 

Four  months  ago,  the  expected  ship  did  not  arrive.  The 
colony  has  been  caught  in  a  wave  of  desperate  con- 
cern and  wild  speculation,  for  without  Earth's  assist- 
ance, technological  deterioration  is  certain. 

Fifteen  days  ago,  evidence  of  a  second  Hyperspace 
Booster,  lost  somewhere  in  the  Local  Group,  surfaced. 
Discovery  of  this  second  Booster  would  mean  a  fortune 
for  those  who  found  it,  and  would  renew  contact  with 
Earth;  failure  to  find  the  Booster  would  mean  the  even- 
tual destruction  of  the  colonies.  You  and  your  col- 
leagues have  decided  to  search  for  it. 


Your  search  takes  you  through  a  multitude  of  star  sys- 
tems and  planets,  using  true  three  dimensional  flight, 
orbits,  and  orbital  transfers.  But  your  voyage  will  not 
be  free.  You  must  earn  money  to  maintain  spacecraft 
and  crew.  You  will  need  to  use  your  ship  for  passenger 
transport,  mining,  trading  in  exotic  goods,  or,  for  the 
desperate,  piracy.  You  may  need  to  defend  yourself,  for 
there  are  others  who  are  eager  for  profit  and  power. 
You  will  have  to  construct  the  spacecraft  most  suited 
to  your  endeavor  and  decide  what  is  needed  to  survive 
in  deep  space  while  contending  with  unknowns. 

This  real  time  game,  with  hundreds  of  kilobytes  of  data, 
features  intelligent  enemy  ships  and  total  control  of 
on-board  facilities  such  as  computers,  high-resolution 
scanners,  weapons,  assault  capsules,  ore  processors, 
orbital  shuttles,  rescue  pods,  and  much  more. 

Using  high-resolution  graphics,  and  more  than  30  cus- 
tom displays — distributed  on  four  disks — Omnitrend's 
Universe  allows  you  to  experience  the  life  of  a  starship 
captain  in  search  of  the  lost  Hyperspace  Booster. 


Designallon:  t'ui  Edur 

Compann:  Tram'ra  Ha  uan 

Vear:  igo.ot 

Price:  22.aoo  cradlts 

SPECIFICATfOIIS 

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Draugm:     23  in 

Press  RETUfln  to  continue 


Omnitrend's  Universe™  fits  your  ATARI®  600,  800,  or  1200XL  computer.  Requires  48K  and  one  Atari®  810  or  1050  disc  drive. 
To  order  contact  your  local  dealer  or  telephone  Omnitrend  (203)  658-6917.  Price:  S89.95  plus  applicable  charges  as  noted  below. 
Terms  and  Conditions  •  Personal/Corporate  checks  allow  15  days  to  clear  •  COD  orders  (cash  or  certified  check)  accepted.  $10.00  non- 
refundable surcharge  •  Master  Card,  Visa  and  Wire  Transfers,  include  telephone  number  •  All  Connecticut  residents,  add  7  1/2% 
sales  tax  •  Shipping,  Handling  and  Insurance  S4.00  minimum  per  unit,  additional  S3.00/unit  for  UPS  Blue  Label  •  Alaska,  Havwaii,  and 
export  orders  subjert  to  additional  charges  •  Call  before  returning  merchandise  for  replacement  Returns  must  be  accompanied  by  RMA 
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OMNITREND 

ROFTWARE 


P.O.  BOX  3  WESTSIMSBURY.  CTOBOSa 


help! 


MICRO  MISTAKE 


In  the  February  1984  issue  (ANTIC,  page 
8,  I/O  Board),  we  described  a  way  to  save 
pictures  drawn  with  Koalapad  and  Micro 
Ilkistrator  in  a  standardized  format  that  is 
compatible  with  other  drawing  programs 
(such  as  Micro-Painter).  We  also  noted  that 
there  is  a  way  to  load  such  pictures  into 
Micro  Illustrator,  but  that  it  didn't  work 
when  we  tried  it.  However,  we've  since 
discovered  that  you  can  load  and  use  a 
standard-format  picture  if  you  refrain  from 
using  the  icon  menu. 

To  save  a  picture  in  standard  format,  in- 
sert a  disk  with  at  least  62  free  sectors,  and 
press  [INSERT]  on  the  keyboard  while  the 
picture  is  being  displayed.  The  picture  will 
be  saved  as  a  file  named  PICTURE.  To  load 
the  file  (or  any  standard-format  picture  file, 
if  you  first  rename  it  to  PICTURE  with 
DOS),  press  [CLEAR]  while  the  drawing 
screen  displays,  rather  than  the  icon  menu. 

POINTS  OF  ORDER 

"Atari  and  the  Epson"  (ANTIC,  page  65, 
Januar}'  1984)  pointed  out  some  very  useful 
techniques.  However,  I  also  discovered  a 
few  inaccuracies.  First,  I  must  disagree  with 
Mr.  MacKay's  claim  that  superscripts  aren't 
available  if  you  use  his  technique  with  the 
Atari  Word  Processor  and  the  Epson. 

Superscripts  can  be  used  with  this  se- 
quence of  keystrokes:  [CTRL  INSERT]  [ESC] 
[S]  [CTRL  INSERT]  [CTRL  ,].  They  can  be 
turned  off  with  [ESC]  [T],  not  [CTRL]  [H] 
as  specified  in  the  article.  Also,  instead  of 
using  the  suggested  [ESC]  [@]  to  turn  off 
the  underline,  use  [CTRL  INSERT]  [ESC]  [-] 
[CTRL  INSERT]  [CTRL  ,].  In  both  of  these 
cases,  MacKay  seems  to  confuse  the 
character  0  (zero)  with  the  ATASCII  code 
O,  which  is  represented  by  [CTRL]  [,]. 

The  sequence  for  turning  on  the  under- 
line feature  is  also  incomplete.  The  proper 
sequence  is:  [CTRL  INSERT]  [ESC]  [-]  [CTRL 
INSERT]  [CTRL  A].  To  turn  on  the  double- 
width  feature,  use  [CTRL  INSERT]  [ESC]  [W] 
[CTRL  INSERT]  [CTRL  A].  To  turn  it  off,  use 
[CTRL  ,],  not  [CTRL  A].  Double  width  re- 
mains in  effect  until  you  turn  it  off,  not  just 
for  one  line  as  MacKay  states. 

The  article  prompted  me  to  try  every 
conceivable  control  code,  and  I've  yet  to 
find  one  that  cannot  be  used  in  this  man- 


ner. By  the  way,  please  pass  my  name  and 
address  along  to  your  readers.  I'm  anxious 
to  correspond  with  other  ANTIC  readers 
about  computer  topics. 

Julio  Trujillo 
103-695  W.  17th  Ave. 
Vancouver,  B.C., 
Canada  V5Z  1T7 

WRONG  NUMBER 

The  phone  number  listed  for  the  Mobile 
Fidelity  Sound  Lab  in  your  August  1983 
issue  ("Get  Your  Head  Straight,"  page  68) 
is  incorrect.  The  number  given  in  the  arti- 
cle reaches  a  private  residence.  The  correct 
number  is  (213)  709-8440. 

Richard  Luxbacher 

Newport,  PA 
Thank  you  for  pointing  out  our  error.  Our 
apologies  to  all  concerned.  — ANTIC  ED 

TYPER'S  TOOLBOX 

There  are  two  minor  errors  in  the  listing 
for  "Typer's  Toolbox"  (ANTIC,  page  75, 
January  1984).  They  produce  a  different 
TYPO  table  than  the  published  table,  but 
do  not  prevent  the  program  from  running 
properly. 

Line  30160  has  an  extra  space  immedi- 
ately following  the  right  parenthesis  in  '(no 
lines  lost)',  and  line  30390  has  an  extra 
space  immediately  following  the  comma 
in  'ANY  line  range  may  be  specified,'.  If  you 
remove  both  of  these  spaces,  the  program 
will  generate  the  proper  TYPO  table.  This 
will  also  generate  the  proper  format  of  the 
printed  line  during  the  run  of  the  program. 


NO  ROBOTS? 


HELP!  Yourself 

Atari  maintains  toll-tree  tele- 
phone assistance  numbers  in  the 
continental  U.S. 

Hours  (Pacific  Standard  Time) 

7  a.m.  to  11  a.m.  — 

noon  to  4  p.m. 

Within  California  tall 
(800)  672-1404 

Hlse'ivhere  dial 
(800)  53H-8543 


What  happened  to  the  robotics  articles  by 
Evan  Rosen?  I'm  sure  that  I'm  just  one  of 
thousands  of  ANTIC  readers  who  bought 
a  servo  kit  and  put  it  together  as  described 
in  the  January  issue  (ANTIC,  "Has  Your 
Robot  Hugged  You  Today?",  page  38).  1  ex- 
pected that,  as  promised,  the  series  would 
continue  in  the  February  issue.  Imagine  my 
surprise,  and  consternation,  at  finding  no 
continuation  in  the  February  issue,  and  no 
explanation  for  this.  I  feel  that  I  have  a  right 
to  an  answer. 

Ken  Hecker 
FuUerton,  CA 
Several  factors  —  some  beyond  our  con- 
trol —  prevented  us  from  continuing 
Rosen's  series  on  robotics  in  the  February 
issue.  As  a  result,  the  next  installment  in 
the  series  luill  not  appear  until  June.  We 
apologize  for  any  inconvenience  that  this 
interruption  has  caused  our  readers. 
—ANTIC  ED 


ROAD  RACE 


There  is  an  error  in  the  listing  for  "Road 
Race"  (ANTIC,  page  97,  January  1984).  The 
end  of  the  second  physical  line  of  line  380 
should  read  "?  SCR",  not  "?  S  CR".  Also,  to 
keep  the  screen  from  changing  colors  after 
nine  minutes  of  play,  add  line  286  as 
follows: 
286  POKE  77,0 

Ray  Brown 
Broken  Arrow,  OK 


DISK  LABEL  ERRORS 


There  are  several  errors  in  the  "Disk  Label 
Printer"  listing  and  article  in  the  January 
1984  issue  of  ANTIC.  First,  as  mentioned 
in  the  article,  CHRS(O)  should  be  appended 
to  line  37  for  condensed  mode.  The  next 
two  corrections  apply  to  the  conversion  of 
the  program  for  use  with  3  '/-> "  labels. 
Instead  of  changing  the  40  in  line  13  ~  to 
32,  change  it  to  30.  Also,  change  the  4  in 
line  314  to  3. 

If  you're  using  a  Gemini  lOX  printer, 
you'll  need  to  adjust  the  line  spacing. 
Change  the  18  in  line  33  to  12. 
Chuck  Reed 
Emerado,  ND  Q 


12 


ANTIC,  The  Atari  Resource 


"Exodus:  Ultima  III,  with  a  superior  plot  to 
match  its  superior  gaming  system,  is  a  great 
game  ...  it  sets  new  standards  for  fantasy 
gaming  state  of  the  art." 

Softlinc,  November/December  1983 


"Caverns  of  Callisto  is  a  very  challenging 
and  enjoyable  arcade  ga-me.  I  hope  Origjij 
Systems  can  continue  to  provide  pro^' 

of  such  quality."  Core,  December 


.:aB§^ 


Created  by  Chuckles 

$34.95 
?         Apple  and  Atari. 


^ 


4 


-^,f    .f. 


Created  by  Lord^Bfi'ttsh     .  ^ 

■     ,  $59.95 

Apple,  Atari,  Com  64  and  IBM 

A,pple  version  MOCKINGBOARD  enhanced 


'S&filinn 


Eciting  to  play  and  constari 
triguinr"" 


©: 


Irr' 115 


(..awlTfraiisik  i.nni!#«ftWt»i, 


inside  atari 


BIOMECHANICS 
AT  THE  OLYMPICS 

Computers  and  the  Olympic  effort 

by  DAVID  F.  BARRY 


Computers  are  alive  and  well  at  Goto 
de  Caza,  California,  the  training 
grounds  of  the  Atari-sponsored  U.S. 
Women's  Volleyball  Team  which  is 
now  favored  to  capture  the  gold  medal 
in  this  summer's  Olympic  Games  in 
Los  Angeles.  Atari  computers  are  used 
to  decipher  volleyball  statistics  in  the 
office  of  the  team's  coach,  Dr.  Arie 
Selinger;  down  the  hall,  Dr.  Gideon 
Ariel,  the  dean  of  modern  sports 
science,  takes  advantage  of  computer 
power  to  study  biomechanics,  the 
science  that  links  the  physics  of  move- 
ment to  human  anatomy. 

COMPUTERS  TO  THE  RESCUE 

Though  biomechanical  study  existed 
before  Dr  Ariel's  arrival  on  the  scene — 
it  was  painstakingly  studied  by  means 
of  slow  motion  film — it  wasn't  until 
Ariel  discovered  how  to  quantify  such 
information  with  the  computer  that 
biomechanics  blossomed.  The  task 
wasn't  an  easy  one;  it  took  more  than 
10,000  hours  of  programming  time  to 
develop  the  essential  software  for  the 
field. 

But  now,  Dr.  Ariel  can  study  any 
movement,  no  matter  how  minute, 
and  can  reproduce  it  on  his  video 
screen  as  a  three-dimensional  graphic 
image.  Any  sport  can  be  quantified. 
After  all,  "Movement  is  movement," 
Ariel  notes,  maintaining  that  all  move- 
ment obeys  the  laws  of  Newton's 
universe. 


DIGITIZING  MOVEMENT 

The  secret  of  Ariel's  procedure  (and 
the  missing  element  for  a  long  time  in 
biomechanics)  is  the  digitizer,  a  screen 


Flo  Hyman 

lined  on  two  sides  by  20,000  tiny 
directional  microphones.  Any  coordi- 
nate on  the  screen  that  is  touched  by 
a  special  magnetic  pen  is  immediately 
recorded  by  the  computer. 

To  be  digitized,  a  movement  must 
first  be  photographed  with  high-speed 
cameras  from  a  number  of  angles. 
Once  these  shots  have  been  devel- 


oped, they're  projected  onto  the  digi- 
tizer screen;  Dr.  Ariel  then  traces  the 
significant  points  of  the  motion  with 
a  magnetic  pen.  The  computer  then 
interprets  these  impulses  and  projects 
the  data  to  a  video  display  as  a  three- 
dimensional  graphic  image  of  the 
movement. 

The  end  result  is  a  fascinating 
method  by  which  movement  can  be 
analyzed  and  studied.  Such  data  as 
speed,  force,  and  displacement  are  in- 
stantly available.  Whether  it's  studied 
in  slow  motion  or  in  frozen  multiple 
images  (or  as  seen  from  the  top,  the 
side,  or  the  front),  a  movement  se- 
quence can  be  taken  apart  like  a  toy  air- 
plane. It  can  be  played  and  replayed, 
and  run  backwards,  forwards  or  in 
freeze-frames.  Hypothetical  variables 
can  be  substituted  for  real  ones.  What 
if,  you  want  to  know,  the  ball  were  hit 
this  hard,  at  this  angle,  and  in  this 
direction?  Results  are  immediately 
available. 

COMPUTERIZED  SPIKES 

Flo  Hyman,  a  member  of  the  U.S. 
Women's  Volleyball  Team,  is  con- 
sidered to  be  one  of  the  finest  spikers 
in  the  world.  After  a  few  sessions  with 
Dr.  Ariel,  she  discovered  that  she  was 
hitting  the  ball  too  late  on  her  spikes — 
one  inch  into  her  downward  motion. 
This  caused  her  to  hit  the  ball  when 
she  wasn't  fully  extended,  which  re- 
continued  on  page  16 


14 


ANTIC,  The  Atari  Resource 


WEliCOMETOAPSHAI. 
YOU'RE  JUST  IN  TIME  FOR  UINCH. 


Boy,  have  you  taken 
a  wrong  turn.  One  moment 
you're  gathering  treasure 
and  the  next  you're  being 
eyed  like  a  side  of  beef. 

You're  in  the  Gateway 
to  Apshair  The  new  cart- 
ridge version  of  the  Computer  Game  of  the  Year,* 
Temple  of  Apshai!" 

Gateway  has  eight  levels.  And  over  400  dark, 
nasty  chambers  to  explore.  And  because  it's  joy- 
stick controlled,  you'll  nave  to  move  faster  than  ever. 
But  first  you'll  have  to  consider  your  strategy 

*Game  Manufacturers  Association,  19S1 


ij  iL  iL^z.ii-j^SL-  you . -J  LtiLOi .  Ui  glory?  You'll 
live  longer  if  you're  greedy,  but  slaying  mon 
sters  racks  up  a  higher  score. 

The  Apshai  series  is  the  standard  by 
which  all  other  adventure  games  are  judged. 
And  novices  will  not  survive. 

They'll  be  eaten. 
One  player;  Temple  of  Apshai,  disk/cassette; 
Gateway  to  Apshai,  cartridge,  joystick  control. 


'(Q.?  aotewayh.ApiM 


SnuaiGY  GAMf 5  FOR  nEAOIOM-OMi  PIAYER. 


inside  atari 


■■ 


A  MATTER  OF  BIOMECHANICS 

continued  from  page  14 

suited  in  a  loss  of  velocity.  By  correct- 
ing this,  she  was  able  to  increase  the 


The  computer  projects  a  digitized  image  of  Flo 
Hyman  preparing  to  spike. 

speed  on  her  spike. 

Dr.  Ariel  also  uses  biomechanics  to 
study  the  movements  of  the  U.S.  team's 
opponents.  He  did  this  by  photograph- 
ing the  top  teams  that  compete  against 
the  U.S.  in  international  competition — 
China,  Japan,  and  the  Soviet  Union. 
After  digitizing  this  data  at  the  Goto 
Research  Center,  he  discovered  a  num- 
ber of  interesting  things.  He  demon- 
strated one  of  them  for  me  by  press- 
ing a  few  keys  on  the  computer;  this 
entered  the  coordinates  of  an  x-y  axis, 
which  in  turn  oriented  the  picture  at 
the  proper  angle.  Suddenly,  an  image 
of  a  net  and  several  figures  on  each  side 
of  it  appeared  on  the  screen. 

"Here's  Flo  Hyman  going  to  spike  in- 
to the  Chinese  team,"  Ariel  explains. 
A  thick  Israeli  accent  is  still  present, 
even  after  19  years  in  the  U.S.  "The 
question  is,  where  should  she  spike? 
You  cannot  simply  spike  at  random." 

Dr.  Ariel  taps  at  the  keyboard  again, 
entering  more  data.  The  figures 
animate,  and  the  stick  figure  of  Flo 
Hyman  rises  up  to  meet  the  small, 
white  image  of  the  ball.  Ariel  freezes 
the  picture. 

"Now  look,"  he  notes.  "She  hasn't 
even  touched  the  ball  and  yet  they  [the 
Chinese  team]  have  already  com- 
mitted." Sure  enough,  all  of  the 
Chinese  figures  have  committed  them- 


selves in  anticipation  of  the  spike. 

"Since  they  always  do  the  same 
thing,"  Ariel  continues,  "we  can  tell 
her  to  make  sure  that  she  always  spikes 
to  the  point  where  the  other  team  is 
the  weakest. 

"This  is  how  we're  beating  the 
Chinese,  the  Japanese,  anybody  in  the 
world.  Utilizing  this  kind  of  sophisti- 
cated statistical  analysis.  It's  like  play- 
ing poker  with  someone  and  knowing 
what  cards  they're  holding." 

A  HIGH-TECH  BAN 

Soon  after  the  U.S.  began  winning  in- 
ternational tournaments,  the  rest  of 
the  world  caught  on:  Ariel  and  his 
cameras  were  banned  from  inter- 
national competitions.  But  not  before 
Coach  Selinger  had  the  information  he 
needed. 

As  Selinger  explains,  "With  the  com- 
puter, you  immediately  have  all  this 
data  available.  You  know  how  high  the 
ball  was  set,  how  much  time  was  avail- 
able, how  fast  the  Chinese  block 
moved,  how  fast  the  ball  was  moving. 
All  the  information  is  there." 

"I  don't  want  to  say  that  I  help  any 
athletes,"  Dr.  Ariel  notes  with  cautious 
modesty.  "You  can't  say  you  help  any- 
body. We  provide  the  tools  that  help 
them  to  excel.  But  the  minute  you  start 
taking  credit  for  anything,  you  upset 
the  coach  .  .  .  you  upset  everybody." 

THE  ROAD  TO  SUCCESS 

Dr.  Ariel  has  had  plenty  of  interaction 
with  coaches.  He  threw  the  shot-put 
for  Israel  in  the  I960  and  1964  Olym- 
pics, and  while  studying  for  his  Ph.D. 
in  computer  science  at  the  University 
of  Massachusetts  (Amherst),  he  served 
as  an  assistant  track  coach.  It  was  at 
that  point  that  the  idea  of  linking  com- 
puters to  sports  came  to  him.  "Why 
not  combine  Rocky  with  Star  Wars?" 
Until  then,  Ariel  had  to  laboriously 
trace  every  segment  of  a  movement  on 
paper,  limb  by  limb,  frame  by  frame. 


What  he  needed  was  a  way  to  quan- 
tify this  information.  He  found  his 
answer  while  visiting  Dartmouth's 
medical  school;  the  digitizer  screen. 


A  video  display  of  a  completed  spike. 


After  making  this  breakthrough,  he 
launched  his  first  business.  Computer- 
ized Biomechanical  Analysis,  and 
quickly  landed  a  few  major  sporting 
contracts.  These  contracts  gave  him 
the  money  to  delve  deeper  into  bio- 
mechanical research,  which,  in  turn, 
eventually  resulted  in  an  invitation  by 
the  U.S.  Olympic  Committee  for  him 
to  become  its  director  of  research  in 
biomechanics. 

As  the  U.S  Women's  Volleyball  Team 
enters  the  home  stretch  in  its  race 
toward  a  potential  gold  medal,  Gideon 
Ariel  can  stand  back  and  gain  a  good 
deal  of  satisfaction  from  his  contribu- 
tions to  the  team.  As  he  so  modestly 
maintains,  "I  don't  want  to  say  that  I 
help  any  athlete.  We  simply  provide 
the  tools  that  allow  them  to  excel." 

But  those  tools  have  revolutionized 
the  way  that  these  Olympic  athletes 
look  at  their  bodies  in  motion,  and 
have  provided  them  with  a  major 
boost  in  their  attempt  to  scale  the 
Olympian  heights. 

David  F.  Barry  is  a  technical  tvriter 
in  the  computer  field,  and  the  author 
of  an  upcoming  book  on  the  luord- 
processing  program  Wordstar 

n 


16 


ANTIC,  The  Atari  Resource 


The  computer  adventure  you've  been  waiting  for, . . 


The  creative  mind  ofatuart  Smith,  author  of  i4/i  Baba  and  the  Forty  Thieves, 
brings  to  life  the  world  of  mythic  Greece  in  fantastic  color  and  sound!  Carefully 
researched  and  skillfully  programmed,  Return  of  Heracles  is  computer  entertainment 
at  its  best.  Twelve  difficult  and  dangerous  tasks  will  be  assigned  to  you  by  Zeus,  and 
your  heroes  must  accomplish  them  all.  One  or  more  players  take  on  the  role  of  an 
ancient  Greek  hero  or  heroine.  There  are  19  heroes  to  choose  from,  or  choose  them  all! 
May  the  gods  favor  you! 


Ami     is  m^' 


Apple  is  a  trademaik  of 

Apple  Computer,  Inc. 

Atari  is  a  trademark  of  Atari,  Inc. 

Commodore  64  is  a  trademark  of 

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startins  line 


TALK  TO  YOUR 
PERIPHERALS 

Disk  modifications  from  BASIC 


by  WILLIAM  W.  HOUGH 


mum 


After  spending  hours  typing  in  a  BASIC 
program,  have  you  ever  tried  to  save 
it  to  disk,  only  to  find  that  there  wasn't 
enough  room?  And,  of  course,  that 
there  wasn't  another  formatted  disk  to 
be  found  for  love  or  money?  If  this  has 
happened  to  you,  you're  not  the  first. 
Atari's  solution  to  this  dilemma  is  the 
MEM.SAV  feature  of  DOS.  But  what 
happens  if  you  don't  have  MEM.SAV  on 
your  disk? 

Recently,  I  worked  on  a  progam  that 
frequently  wrote  lengthy  files  to  disk,  and  I  ran  into  this 
problem  more  than  once.  I  needed  a  way  to  access  DOS 
commands  from  BASIC.  Then  it  occurred  to  me  that  the 
long-forgotten  XIO  commands  from  the  abandoned  BASIC 
Reference  Manual  might  be  of  service. 

The  program  listing  presented  here  is  a  subroutine  you 
can  add  to  any  BASIC  program  that  requires  access  to  DOS 
functions.  It  allows  you  to  use  the  Directory,  Lock,  Unlock, 
Erase,  and  Rename  file  functions,  and  it  can  even  format 
a  new  disk. 

PLANNING  FOR  EMERGENCIES 

Keep  a  LISTed  copy  of  the  subroutine  on  your  utilities  disk. 
If  you  ever  encounter  the  situation  mentioned  above,  add 
the  subroutine  to  your  program  with  the  ENTER  command. 
Then  type  —  in  immediate  mode  (with  no  line  number) 
—  GOSUB  29700. 

HOW  TO  USE  THE  PROGRAM 

The  subroutine  is  quite  straightforward.  I've  used  unusual 
line  numbering  to  keep  it  "above"  most  user  programs,  but 
"below"  other  ENTER-type  utilities,  like  renumbers,  which 
commonly  use  a  line  range  above  30000.  Type  in  the  sub- 
routine, then  LIST  it  to  disk.  Use  ENTER  to  merge  it  with 
your  program.  When  you  want  to  use  DOS  functions,  just 


SYNOPSIS 


J'his  (irticle's  listing  is  a  snhrouline 
that  you  can  add  toyouroirn  BASIC 
programs  to  gain  control  of/unctions 
that  are  normally  accessible  only 
from  DOS.  The  subroutine  recjuires 
BASIC  and  Atari  DOS,  and  runs  on 
all  Atari  computers. 


insert  the  command  GOSUB  29700 
into  your  program. 

PROGRAM  DESCRIPTION 


Line  29700  clears  the  screen  and 
causes  the  DIM  statements  to  be 
skipped  if  they've  already  been 
executed.  Lines  29720  to  29740  con- 
tain the  disk-directory  routine.  The 
POKE  in  line  29750  ensures  that  an 
upper-case  response  is  provided  to  the 
prompt  that  asks  you  if  you  want  to 
change  the  disk.  If  the  answer  to  this  prompt  is  "No,"  you're 
done.  If  it's  "Yes,"  line  29790  prompts  you  to  specify  the 
function  you  need.  Lines  29800  to  29840  set  the  command 
byte  for  the  XIO  statement,  depending  on  the  function 
you've  selected.  If  you're  using  Rename,  line  29820 
prompts  you  for  "01dname,Newname."  It's  important  to 
enter  the  names  in  this  format.  For  the  other  functions  — 
Lock,  Unlock,  and  Erase  —  we  branch  to  line  29860,  which 
prompts  you  for  a  filename.  Line  2 9870  prefixes  the  "D:". 
Two  of  these  functions.  Erase  and  Format,  have  the 
potential  to  partially  or  completely  destroy  the  data  on  your 
disk.  Therefore,  in  lines  29890  to  29910,  you're  asked,  "Do 
you  really  mean  it?"  Line  29880  skips  this  section  if  a  non- 
destructive function  has  been  selected. 

This  leads  us  to  line  29930,  the  promised  XIO  command. 
We've  determined  the  command  byte,  CMD,  and  the  file- 
name, CHFILE$ .  The  channel  number  (1)  and  the  two  auxil- 
iary bytes  (the  two  zeros)  are  unimportant  here,  but  are 
required  by  BASIC.  The  TRAP  in  this  line  causes  execu- 
tion to  branch  to  line  29950  in  the  event  of  a  mistyped 
filename  or  other  error.  Lines  29780,  29850,  and  29910 
perform  a  similar  function  if  you  mistype  a  response  to 
other  prompts.  Line  29950,  which  is  essentially  a  one-line 
subroutine,  causes  the  screen  border  to  flash  red  and  the 

continued  on  page  20 


18 


ANTIC,  The  Atari  Resource 


Its  a  hungry  galaxy  out  there5 
and  everyone  expects  to  ba«aken 
careof  yesterday. Thank  their  lucky 
stars  that  Lance  Lucre '"and  othersn  . 
like  him  are  willing  to  risk  Ijfe,  limb 
ancUflnancial  security  to  mak?sure 
that  the  planets  haveVhaKthey 
needl  For  a  slight f)rofit,  o^course. 

fise  your  multi-appointed 
cockpit  controls  .to  guide  your 
freighter  at  the  speed  of  light  to  , 
those  points  in  the  galaxy  where 
the  need  is  the  greatest,  and  il^e 
profits  are  the  highest!  But  keep  a 
look  out  for  Security  Forces,  they 
like  to  take  cargo,  bribes,  or 
anything  else  you've  got.  *^ 

Lance  Lucre  is  a  disk  based  gam- 
ing system  that  allows  you  to  store 
all  of  your  current  game's  par- 
ticulars, so  you  can  pick  up  again 
where  you  left  off.  Display  is 
dynamically  3-D,  from  warping 
between  the  stars  to  hovering  on 
a  planet  surface.  Ask  for  Lance 
Lucre™  at  your  computer  store,  or 
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Lone'  Trucker    of    the    Space'w^ysr 


Lance's  play  fields  were  developed  on 

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■  FULL  FUNCTION  MATTING  EDITOR 

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■  DISK  FILING  SYSTEM 

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■  CURSOR-WIPE  REPLACEMENT  OF  MATTED  BACKGROUNDS 

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Programmer  Inquiries  Welcome 


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Starting  line 


continued  from  page  18 

computer  to  emit  a  nasty  sound  if  you've  made  a  mistake. 
If  a  change  to  tfie  disk  is  successful,  tfie  altered  directory 
is  displayed.  To  exit  the  subroutine,  simply  answer  "No" 
to  the  prompt  "Do  you  want  to  change  the  disk?" 

William  W.  Hough,  an  engineer  with  degrees  front  North- 
western and  Stanford,  has  been  interested  in  micro- 
computers for  a  relatively  short  time,  but  mastering  the 
Atari  has  become  a  principal  leisure-time  activity  for 
him.  Bill  also  is  the  author  of  a  logic  game,  Brainboggler, 
which  is  available  through  Educational  Software,  Inc. 


29700  ?  CHR$(125):IF  SECOND  THEN  29720 

29710  DIM  FILE$(27)  ,CHFILE$(27)  ,  ANS$(1 

)  ,TXT$(20)  :SECGND=1 

29720  CLOSE  #1:0PEN  #1,6,0,"D:*.*':TRA 

P  29740 

29730  INPUT  #1,TXT$:?  TXT$:GOTO  29730 

2  974  0  CLOSE  #1  :  TXT  $=  ■■  :  T  R  A  P  40000 

29750  POKE  702,64:?  :?  "Do  you  want  to 

cliange  the  disk  "; 
29760  INPUT  ANS$:IF  ANS$<>"Y"  THEN  TRA 
P  40000:RETURN 
29770  GOTO  29790 
29780  GOSUB  29950  :  GOTO  29760 
29790  ?  :?  "QOCK,  QNLOCK,  QENAME,  QRAS 
E  or  QORMAT" 

29800  INPUT  ANS$:IF  ANS$="L"  THEN  CMD= 
35:G0T0  29860 

29810  IF  ANS$-U"  THEN  CMD=36:G0T0  298 
60 

29820  IF  ANS$-R"  THEN  CIVID=32:?  :?  "En 
tor  OLDNAME , NEWNAME" : GOTO  29870 
29830  IF  ANS$="E"  THEN  CMD=33:G0T0  298 
60 

29840  IF  ANS$="F"  THEN  CMD=2 54 : C H F I L E $ 
="D:"  :  GOTO  2988  0 
29850  GOSUB  29950:GOTO  29800 
29860  ?  : ?  "Enter  FILENAME  " ; 
2987  0  FILE$="'  :  INPUT  F I L E $ : C H F I L E$=" D : 
" :CHFILE$(3)=FILE$: IF  FILES-"  THEN  GO 
SUB  29950  :  GOTO  29870 
29880  IF  ANS$>"F"  THEN  29930 
2  989  0  ?  :  ?  "Do  you  really  mean  it  " ; 
29900  INPUT  ANS$:IF  ANS$="Y"  THEN  2  9  93 
0 

29910  GOTO  29700 
29920  GOSUB  29950:GOTO  29900 
29930  TRAP  29940:XIO  CMD , #1  ,  0  ,  0  ,  C H F  I  L E 
$:GOTO  29700 

29940  GOSUB  29950:GOTO  29700 
29950  POKE  712,68:?  C H R $ ( 2 5 3  )  :  POKE  712 
,  0:  RETURN  Q 


20 


ANTIC,  The  Atari  Resource 


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All  products  available  for 
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The  Write  Tool,  The  Print  Tool,  The  Postal  Tool, 
The  Sort  Tool  and  OSS  are  trademarks  of 
Optimized  Systems  Software,  Inc. 


education 


MATH 
WIZARD 

An  educational  shoot-em-up 


by  MATTHEW  RATCLIFF 


Math  Wizard  allows  you  or  your 
children  to  practice  addition,  subtrac- 
tion, and  multiplication  problems  at 
different  skill  levels. 


SYNOPSIS 


HOW  TO  ENTER  THE  PROGRAM 

Lines  20  through  80  contain  two 
machine-language  routines  in  the  form 
of  strings.  Refer  to  the  Listing  Conven- 
tions table  in  this  issue  (see  the  Table 
of  Contents)  to  help  you  type  in  this  section.  The  seven- 
teenth character  in  line  40  (which  is  also  present  in  line 
60)  is  an  inverse-underline  character.  To  produce  it,  press 
the  inverse-video  key,  hold  down  [SHIFT],  and  press  the 
minus  [-]  key.  Check  your  typing  with  TYPO,  and  don't 
run  the  program  until  it  checks  out,  or  it  may  lock  up  the 
computer. 

HOW  TO  USE  MATH  WIZARD 

RUN  the  program.  Math  Wizard's  first  display  consists  of 
a  menu  of  game  options.  Plug  a  joystick  into  Port  1 .  Move 
the  stick  up  and  down  to  position  the  flashing  cursor  and 
select  different  options.  Pushing  the  stick  to  the  left  or  right 
changes  the  value  of  the  selected  option.  If  you  hold  the 
joystick  steadily  in  either  of  these  positions,  the  change 
of  values  will  gradually  accelerate  to  make  a  wide  range 
of  values  easily  accessible.  Options  include: 

•  Minimum  starting  number  —  The  smallest  value  (MIN) 
to  be  used  in  the  math  problems. 

•  Maximum  starting  number  —  The  largest  value  (MAX) 
to  be  used  in  the  problems.  This  value  must  exceed  the 
minimum  starting  number  by  at  least  five. 

•  %  Correct  to  Advance  —  Each  round  consists  of  six 
problems.  To  proceed  to  the  next  round,  in  which  both 
MIN  and  MAX  increase,  your  score  must  match  or  beat 
this  value. 

•  Difficulty  Increment  —  The  number  by  which  MAX  will 
increase  after  each  round. 


This  program  presents  a  basic  arith- 
metic drill  in  a  colorful,  arcade-style 
format.  It  requires  16KRAM(24Kfor 
disk),  BASIC,  and  a  joystick,  and  runs 
on  all  Atari  computers. 


•  Rounds  per  Game. 

•  Problem  Type. 

The  high  score,  most  recent  score, 
and  problem  type  for  the  high-score 
game  are  displayed  near  the  top  of  the 
menu  screen. 

HOW  TO  PLAY 


Press  the  fire  button  to  begin  the  game. 
The  number  of  the  current  round,  the 
problem  number,  and  your  percentage  of  correct  answers 
appear  at  the  far  right.  At  the  top  of  the  screen  the  current 
problem  type  appears;  below  that  is  an  answer  box.  As  the 
round  begins,  six  problems  scroll  toward  the  bottom  of 
the  screen,  where  you're  stationed  with  a  number  blaster 
(the  flashing  cursor).  Position  the  cursor  under  the  prob- 
lem whose  answer  corresponds  to  the  one  displayed  in 
the  answer  box  above.  Press  the  fire  button  to  select  the 
problem.  Ifmore  than  one  problem  has  the  indicated  solu- 
tion, choose  the  one  that  is  nearest  to  the  cursor  This  will 
save  time,  and  earn  you  more  bonus  points  at  the  end  of 
the  round. 

If  you're  correct,  you'll  blast  the  problem  back  to  the 
top  of  the  screen  and  the  correct  answer  will  appear  under- 
neath it.  Then  the  next  answer  will  be  displayed  and  the 
scrolling  will  continue.  If  you're  wrong,  the  scrolling  con- 
tinues, but  nothing  else  happens. 

Should  any  of  the  round's  problems  reach  the  bottom 
of  the  screen  unanswered,  each  will  scroll  back  up  to  the 
top,  and  its  correct  answer  will  be  displayed.  If  your  per- 
centage of  correct  answers  is  below  the  minimum,  you  have 
to  play  another  round  with  the  same  values  of  MIN  and 
MAX.  If  your  percentage  is  high  enough,  you  receive  a 
bonus  score  based  on  your  speed.  Your  score  is  based  on 
your  number  of  correct  answers,  plus  bonuses.  Any 
incorrect  answer's  value  is  deducted  from  your  final 
score. 

continued  on  pase  24 


22 


ANTIC,  The  Atari  Resource 


ta\Game 

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T 

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M0 

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ihl^ 


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If  you  can't  find  our  games 
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DEALER  INQUIRIES  INVITED 


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education 


MATH  WIZARD  continued  from  page  22 

MACHINE-LANGUAGE  ROUTINES 

Math  Wizard  uses  two  machine-language  routines,  which 
are  found  in  the  strings  GTX$  and  CX$  in  lines  20  through 
80.  GTXS,  called  GRAFTEXT,  lets  you  add  text  to  a  graphics 
screen.  CXS  is  a  Mode  8  multicolor  routine.  It  fills  a 
Graphics  8  screen  very  rapidly  with  a  specified  byte  or  with 
random  values. 

Line  90  contains  an  example  of  the  calling  format  for 
GRAFTEXT.  If  you  add  the  statement  GX  =  ADR(GTXS), 
you  can  use  GX  as  the  first  parameter:  A  =  USR(GX,ADR 
(B«),LEN(BS),X,Y).  This  puts  string  B$  on  the  screen  at  co- 
ordinates X,Y  in  Graphics  Modes  4,  6,  or  8.  If  you  use  the 
form  A  =  USR(GX,ADR(BS),LEN(BS),X),  it  puts  BS  on  the 
screen  at  X;  the  Y  position  is  taken  from  the  cursor's  cur- 
rent position  (set  by  the  most  recent  PLOT,  DRAWTO,  or 
LOCATE  command).  The  form  A  =  USR(GX,ADR("TEXT"), 
4)  displays  'TEXT'  at  the  current  cursor  location.  The  call 
A  =  USR(GX, ADR("X"))  displays  'X'  at  the  current  position. 
If  you  omit  the  length  parameter,  the  default  value  is  one. 

An  example  of  an  invalid  call  to  GRAFTEXT  is  A  =  USR 


(GX).  This  call  would  cause  the  console  buzzer  to  sound, 
and  return  control  to  BASIC.  If  a  USR  call  contains  too  many 
parameters,  GRAFTEXT  uses  what  it  needs,  cleans  up  the 
stack  and  provides  a  safe  return  to  BASIC. 

For  the  best  results  with  the  Mode  8  multicolor  routine, 
first  call  Graphics  8  and  set  the  background  to  black  as 
follows:  GRAPHICS  8-(-l6:POKE  710,0.  The  statement 
A  =  USR(ADR(CX$),165)  fills  the  screen  memory  with  the 
byte  value  l65.  Permissible  values  range  from  zero  to  255. 
Different  values  cause  varying  degrees  of  artifacting,  which 
result  in  a  number  of  multicolor  combinations.  To  fill  the 
screen  with  random  values,  omit  the  second  parameter: 
A  =  USR(ADR(CX$)).  This  creates  an  interesting  display,  but 
is  of  limited  usefulness.  This  routine  can  also  be  used  in 
GTIA  Modes  9,  10,  and  11.  It  modifies  7680  bytes  of 
memory,  so  it  shouldn't  be  used  with  graphics  modes  that 
require  less  RAM. 

Matthew  RatcUff  is  an  electrical  engineer  and  micro- 
computer enthusiast.  He  owns  a  customized  Atari  400 
^■'ith  48K,  and  has  been  programming  in  BASIC  for  six 


It 
years 


5  REM  MATH  WIZARD 

6  REM  BY  MATHEW  RATCLIFF 

7  REM  ANTIC  MAGAZINE  APRIL  1984 

10    DIM    GTX$(333)  ,BS(40)  ,CX$(55)  :CX=ADR 
(CXS ) :GX=ADR(GTX$) 

2  0   GTX$(  1  ,60)="ltiHBaTE<EI"g<EvgH3w|lkaTB 

sD«QSEI]|](H(]h|](|hEf]hEQ^h  hqfQTHhEnhEQ" 

3  0    GTX$(61  JZ0)=jEphhW|ljphTj^^ 
r^]^E||iEQ|aiEI&[!)2ES:\H  e  Fb  lllllll  J!MiiIlB^PlTtg3 

40    GTXS  (  121  ,  180)="nZQ*r%B^1feAJ|JJLH±U3X 


UiUHVo+RTn  T*Ilf  U%Tn  V%Un  W^l  X  f  XPBf 


50    GTX$(  181  ,  240)='S1 

□  EIl|^eCXQ|ll4||mzQ8 

ED 

60GTX$ ( 241 ,300)=' 

ri|pQj|j^  f  E3&C3&|IQ^KQifpI3  f  □  f  I 

70    GTXS  (3B1..  33  3  )='bleiMlHjfIIHlJ!H'liTn?l 


%Vn  T%W-.  UF\P=C 


X^^YE^IIIlE^ 


80CX$=i_|Mh_ 
l»jjh.||^3t'|i]  1^0 

90    REM    A=U  S  R ( A  D R ( GTXS )  , A  D  R  (  B  $  )  ,  L  E  N ( B  $  ) 

.  X  ,  Y  ) 

100    DIM    PNT(6) , ANS(6)  ,MIX(6)  ,  A$(40)  ,C$ 

(40) ,WS( 10) 

110    MIN=5 :MAX=10:TYPE=1 : PCNT=6 : ROUNDS= 

1 0 : BPCT=0 : DIF=1 : TH=1 : HSCR=0 : SCGRE=0 

120    GOTO    81 0 


130     FOR    W=15    TO     0    STEP    -3:S0UND     0,25*( 

X+1 ) , 1 0,W: NEXT    W: RETURN 

140    A$="ROUND    #     "  :A$(9)=STR$( ROUND) 

150    A=USR(GX,ADR(A$),LEN(A$),48,48) 

1 6  0     A=USR (GX,ADR("  COMPLETED"), 9, 48, 56) 

170     A$-BONUS    =    " : A$(9)=STR$( 1 76-Y) 

180    SC0RE=SC0RE+1 76-Y 

190    A=USR(GX, ADR(A$),LEN(AS),48,72) 

200    A$='SCORE    =    ■  : AS( 9)=STR$(SC0RE)  :  A= 

USR(GX, ADR( AS) , LEN( AS)  , 48,  84) 

210     FOR     1=1     TO     50 

220    A=240*RND( 0) : FOR    0=0    TO     15    STEP    5 

230    SOUND     0,  A,  1  0,O:SOUND     1  ,  A-h5  ,  1  0  ,  Q  :  N  E 

XT     Q : NEXT     I 

240     SOUND     0, 0, 0, 0:SOUND     1  ,  0  ,  0  ,  0  :  R E T U R N 

250    ON    TYPE    GOTO    260,  270,  280 

260    B$= 

■      +      ■ 

270     B$= 


■  +      ■      -H 
:GOTO    290 

■  -      ■      - 
:GOTO    290 

■  X       ■       X 


280    8$=' 

■       X       - 

290     FOR     1=1     TO     6:MIX(I)=I 

300    A=INT(MAX*nND(0) )+MIN:IF     A>MAX    THE 

N    300 

310     B=INT(MAX*RND(0) )+MIN:IF     B>MAX    THE 

N     31  0 

320    IF     B>A    THEN    C=A : A=B : B=C 

330    ON    TYPE    GOTO    340,  350,  360 

340    ANS  (  I  )=A-i-B  :  GOTO    370 


24 


ANTIC,  The  Atari  Resource 


education 


350  ANS(I)=A-B:GOTO  370 

360  ANS( I )=A*B 

37  0  C=6*(I-1 )+2:B$(C, C+1 )=STR$(A) : B$(C 

+3 , C+4)=STR$(B) 

380  NEXT  I 

390  FOR  1=6  TO  1  STEP  -1:PNT(I)=1 

400  A=INT( I*RND( 9) )+1 

410  B=MIX( A) :MIX(A)=MIX(I):MIX(I)=B:NE 

XT  I 

420  RETURN 

430  GRAPHICS  24:P0KE  710,0:A=USR(CX,IN 

T(255*RND(0) ) ) 

440    ON    TYPE     GOTO    450,460,  470 

450     A  =  IISR/RX.  ADR(  •i^liliHiliK»8"  K  1  2.  1  1 

2,0):GOTO    480  

460    A=USR  (  GX,  ADR('J|Q!IiiUQQ£B"  )  ,  1  5 

,96,0):  GOTO    480 

47  0    ft=ii s R  f  R y    A n R  (  'rmillilJBItllililMII"  \ 

,18,88,0) 

480     FOR     J=0    TO     6:F0R     1=16     TO     176     STEP 

8 

490    A  =  USR(GX,  ADRCl"  )  ,  1  ,  J*48,  I) 

500  NEXT  I:NEXT  J 

510  RETURN 

520  SCORE=SCORE  +  ANSW: PNT(X+1  )=0 

530  W$=B$(6*X+1 , 6*X+7 ) : FOR  I=Y  TO  16  S 

TEP  -1 

540  SOUND  0, I , 10, 5:S0UND  0,1+5,10,5 

550  A=USR(GX, ADR(W$) , 7,XX-24, I) :COLOR 

1 : PLOT  XX+4, 1+8 

560  NEXT  I 

570  w$='-' :W$(2)=STR$( ANSW) : IF  ANSW<10 

THEN  W$(LEN(W$)+1 )-■  " 
58  0  A=USR(GX, ADR(W$) , LEN(W$) ,XX-16,24) 
: B$(6*X+2 , 6*X+6)=" 
590  SOUND  0,0,0, 0:SOUND  1,0,0,0 
600  COLOR  0:  PLOT  XX  +  4,  1 84 
610  DRAWTO  XX  +  4, 32 

620  A=240*RND(0) : FOR  0=0  TO  15  STEP  5 
630  SOUND  0, A,  1 0,Q : SOUND  1  , A  +  5  ,  1 0  ,  Q  :  N E 
XT  0 
640  SOUND  0,  0,  0,  0:SOUND  1  , 0 , 0 , 0  :  R E T U R N 

650  X1=X:F0R  1=15  TO  0  STEP  -0.1:SOUND 

0,  25e*RND(0)  ,8,1:  NEXT  I 
660  FOR  W=1  TO  6:IF  PNT(W)=0  THEN  690 
670  X=W-1 :XX=X*48+24: ANSW=ANS(W) 
680  GOSUB  530 : SCORE=SCORE-ANSW: TOK=TOK 
-1  :  GOSUB  770 
690  NEXT  W 

700  XX=24+48*X1 :X=X1 : RETURN 
710  A$="   ■■  :  A$(3)=STB$(PC)  :  A$(LEN(  A$)  + 
1)='J" 

720  A=USB(GX,ADR(A$),LEN(A$),48,48) 
730  A=USR(GX, ADR(" 'REPEAT  R 0 U N D  •■  )  ,  1 4 , 
48,56) 
740  FOR  1=1 5  TO  0  STEP  -0.05 


750 

760 

770 

780 

R$(P 

790 

A$)  + 

800 

81  0 

820 

830 

840 

QjQ 

850 

0  37 

860 

K  0 

870 

CHR$ 

880 

37  : 
890 
124) 
900 
N  34 
91  0 
920 
TO  3 
930 
940 

X,Y 
950 
960 
970 
980 
990 
1000 
1010 
1020 
1030 
1040 

Se  I 
1050 
r  e  a  s 
1060 


SO 
RE 
PC 
A  = 

C) 
FO 

I, 
RE 
GR 
PO 
PO 
? 

PO 
PO 

PO 

(1 
PO 
7 

FO 


UNO  0,15*1,6,1 :NEXT  I 
TURN 

=INT( 100* (TOK/6) ) 
USR(GX, ADRC0'  )  , 1  ,301  ,  128 
:  A$(  LEN(  A$)  +  1  )=•■  " 
R  1=0  TO  LEN( A$)-1 : A=USR( 
1,301,1 36  +  8*1  )  :  NEXT  I 
TURN 

APHICS  0:POKE  77,  0: REM  NE 
KE  710,0:  POKE  752, 1 
SITION  24,0:?  ■  *  MATH  WIZ 
"^mi  '-;SCORE;"  ITWiin  ";H 
TH 

SITION  2,2:?  CHR$  (  17 )  ;  :  FO 
CHRS (  1 8 )  ;  :  NEXT  I  :  ?  CHR$ ( 
SITION  2,3:  ?  C H R $  (  1  2 4  )  ;  ■  U 
CHR$( 27)  ;  CHR$(  31  ) 
SITION  28,3:?  CHR$(124);" 
24)  ;■•  L/R"  ;  CHR$(  124)  ; 
SITION  2,4:?  CHR$  (  1  )  ;  : FOR 
CHR$(  18);:  NEXT  I  :  ?  CHR$(4 
R  1  =  5  TO  19:  POSITION  2 , I 


POSI 

,1:? 

POSI 

POSI 

7  :  ? 

REST 

FOR 

:  ?  B 

DATA 

DATA 

DATA 

DATA 

DATA 

DAT 

DAT 

DAT 

DAT 

DAT 

e  c  t 

DAT 

e  Va 

DAT 


TIO 
CH 
TIO 
TIO 
CHR 
ORE 
1  =  1 
$;  : 

4, 
4, 
3, 
3, 
6, 
A  3 


N  28,1:?  CHR$( 1 24) 
R$( 124) ; 

N  38,1:?  CHRS ( 1 24 ) 
N  2,20:?  CHR$|  26)  ;  :  F 
$(18);:NEXT  I:?  CHR$ 


) : A$=ST 
GX,  ADR( 

W  GAME 

ARD  *•■ 
SCR;"  Q 

R  1  =  3  T 

5)  ; 

SE  STIC 

UP/DN" ; 

1  =  3  TO 

); 

?  CHR$( 

POSITIO 

NEXT  I 
OR  1  =  3 

(3); 


I  t  e 
A  2 
I  u  e 
A  2 


TO  12:READ  X  ,  Y , B $ : P 0 S I T I  0 N 
NEXT  I 

5, Minimum  Starting  # 
7, Maximum  Starting  # 
9,%  Correct  to  Advance 
II.DIfficuity  Increment 
13, Rounds  Per  Game 
,15, Problem  Type 
,17,(1)  Addition 
,18,(2)  Subtraction 
,19,(3)  Multiplication 
, 21  .Move  STICK  0  UP/DOWN  t  o 
m 
, 2 2 , L e f t— D e c r e a s e  Right— Inc 

,23, Press  |nJj  to  Begin  Gam 


1070  X=35 : Y=5 :SEL=1 : DELA=50 

1080  FOR  1=1  TO  6 

1  090  POSITION  X,  Y 

1100  ON  I  GOTO  1110,1120,1130,1140,115 

0,1160 

1110  ?  MIN  ;  :  GOTO  1170 

1120  ?  MAX  ;  :  GOTO  1170 

1130  ?  INT(  1  00*PCNT/6  )  ;  :  GOTO  1170 

1140  ?  DIF  ;  :  GOTO  1170 

continued  on  pase  28 


April  1984 


25 


ti*aiTiBimiiftj.cm!i';iiJ...'j:j 


fM^ 


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The  TRAK  AT-D4 
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education 


MATH 
1  1  50 
1  160 
1  170 
1  1  80 

■  ;  :N 
1  190 
$(31 
1200 
1210 
N  1  5 
1  220 
?  CH 

I  :  G 
1230 
1240 
1250 
1310 
1  260 
1270 
IF  S 
1280 
1  290 
1300 
10, W 
1310 
440, 
1  320 
1330 
1340 
:  ?  M 
1350 
1360 
1  370 
:  ?  M 
1380 
1390 
1400 
9:  ? 
1410 
1420 
1430 
11:? 
1440 

ROU 
1450 
1460 
13:7 
1470 

■  ;  :N 
YPE  = 
1480 
1  490 
16  +  T 
1500 
1510 


WIZARD  continued  from  pasc 
?    ROUNDS ;  :GOTO     1 
?    TYPE  ; 
Y=Y+2:NEXT    I 
FOR     1=1     TO    3:P0S 

EXT  I 
POSITION  4  ,  1 6  +  TY 

); 

POSITION  30,  2*SE 
A=STICK( 0)  :  IF   N 

30 
IF  A=15  THEN  POS 

R$(20)  ;  : DELA=50: F 

OTO  1200 
IF  A=13  THEN  B=S 
IF  A=14  THEN  B=S 
B=(A=7)-(A=1 1 ) :I 


25 
170 


ITION  4,16+1:?  ■ 

PE  :  ?  CHR$(27)  ;CHR 

L  +  3 : ?  CHR$ ( 1 48  )  ; 
OT  (STniG(0)  )  THE 

ITION  30, 2*SEL  +  3  : 
OR  1=1  TO  15:NEXT 

EL+1 :GOTO  1270 
EL-1 :GOTO  1 270 
F  B<>0  THEN  GOTO 


GOTO 
POSI 

EL<1 
IF  S 
FOR 
FOR 

:  NEXT 
ON  S 

1470 
MIN=I 
IF  M 
POSI 

IN;  :G 
MAX= 
IF  M 
POSI 

AX;  :G 
PCNT 
IF  P 
POSI 

INT(  1 
DIF  = 
IF  D 
POSI 
DIF  ; 
ROUN 

NDS=9 
IF  R 
POSI 
ROUN 
FOR 

EXT  I 

1 
IF  T 
POSI 

YPE  :  ? 
DELA 
FOR 


1210 
TION  30, 
THEN  SEL 
EL>6  THE 
1=1  TO  1 
W=15  TO 

W:GOTQ 
EL  GOTO 

MIN+B : IF 
IN>MAX-5 
TION  X, 5 
OTO  1500 
MAX  +  B :  IF 
AX<MIN+5 
TION  X, 7 
OTO  1500 
=PCNT+B: 
CNT<1  TH 
TION  X,  9 
00*PCNT/ 
DIF  +  B  :  IF 
IF>20  TH 
TION  X,  1 
:GOTO  15 
DS=ROUND 
9 

0UNDS<1 
TION  X, 1 
DS; :GOTO 
1=1  TO  3 
:TYPE=TY 


2*SEL+3 : ?  "  " ; : SEL=B 

=  6 

N  SE 

5  :NE: 

0  STI 

1200 

1320,1350,1380,1410,1 


L  =  1 

;XT  I:OELA=50 
EP  -1  :SOUND  0,80 


YPE>3  TH 
TION  X,  1 
CHR$(27 
=DELA-5 : 
1=15  TO 


MIN<=0  THEN  MIN=1 
THEN  MIN=MAX-5 
:  ?  ■■   •';:  POSITION  X,  5 

MAX>99  THEN  MAX=99 
THEN  MAX=IVIIN  +  5 
:  ?  ■   ••;:  POSITION  X,  7 

IF  PCNT>6  THEN  PCNT=6 
EN  PCNT=1 

:?  ■■    ••;:  POSITION  X, 
6)  ;  :GOTO  1500 

DIF<1  THEN  DIF=1 
EN  DIF=20 

1  :  ?  ■■    •;:  POSITION  X, 
00 
S+B:IF  R0UNDS>99  THEN 

THEN  R0UNDS=1 

3 : ?  ■    ■;: POSITION  X, 

1500 
:  POSITION  4,16  +  1:?  " 
PE+B : IF  TYPE<1  THEN  T 

EN  TYPE=3 

5 : ?  TYPE ; : POSITION  4, 

)  ;CHR$(31  )  ; 

IF  DELA<1  THEN  DELA=1 

0  STEP  -5 :SOUNO  0,60, 


10,1:  NEXT  I 

1520  FOR  1  =  1  TO  DELA:NEXT  I:  GOTO  1200 

153  0  SCORE  =  0:X=2:XX=1 2 0 : P C NT=I NT ( 1 0 0  * P 

CNT/6) 

1540  ON  TYPE  GOTO  15  5  0,1560,1570 

155  0  C$="^+HI="  :GOTO  1580 

1560  C$="^-^="  :  GOTO  158  0 

1570  C$="^Hx^H=" 

1580  FOR  R0UND=1  TO  ROUNDS    

1590    GOSUB    43  0:GOSUB     2  5  0  :  A  S='lili¥iin    1       Q 

EUll]"  :  Y=3  2 

1600     FOR     1=0    TO    LEN( A$)-1 : A=USR(GX, ADR 

(A$)  +  I  ,1,301,8*1)  :NEXT     I 

1610  A$=STR$( ROUND) : FOR  1=0  TO  LEN(A$) 

-1  : A=USR(GX, ADR( A$)  +  I, 1  ,301  ,  1 12  +  8*1  )  :N 

EXT  I 

1620  T0K=6:G0SUB  770 

1630  REM  WORK  6  PROBLEMS  FOR  CURRENT  R 

OUND 

164  0  FOR  PR0B=1  TO  6 : A $=S T R $ ( P R 0 B ) : A=U 

SR(GX,  ADR(A$)  ,1,301  ,40) 

1650  ANSW=ANS(MIX(  PROB)  )  :  C$(  7)="     ■■  : 

C$(7)=STRS(ANSW)  :C$(LEN(C$)  +  1  )=•• 

16  6  0  A=U  S  R ( G  X , A  D  R ( C  $ )  ,  L  E  N  (  C  $ )  , 1 1 2  ,  8  ) 

1670  REM  UPDATE  POSITION  OF  PROBLEMS 

1680  A=USR(GX, ADR(B$)  ,37,  0,  Y) 

1690  A  =  USR(GX,  ADRCB"  )  ,  1  ,XX,  184) 

1700  A=STICK(0) :IF  A=1 5  THEN  1740 

1710  X1=XX:X=X+(A=6  OR  A=5  OR  A=7)-(A= 

10  OR  A=11  OR  A=9):IF  X<0  THEN  X=0 

1720  IF  X>5  THEN  X=5 

1730  XX=24  +  48*X: A=USR(GX, ADR("  ■  )  ,  1  ,  X  1 

,  184)  :  A  =  USR(GX,  ADR( -[B"  )  ,  1  ,XX,  184)  :GOSU 
B  130 

174  0  A=USR(GX,  AD  R(  ■■□"),  1  ,XX,  18  4)  :  IF  ST 

RIG(  0  )  THEN  1 790 

1750  COLOR  1:PL0T  XX  +  4 ,  1 84 : D R AWT  0  XX  +  4 

,  Y  +  8 

1760  IF  ANS(X+1 )=ANSW  AND  PNT(X+1)=1  T 

HEN  G0SU8  520:GOTO  1810 

1770  COLOR  0:PLOT  XX  +  4 ,  1 8 4 : D R AWT  0  XX  +  4 

, Y  +  8 :T0K=T0K-1  :  GOSUB  770 

1780  FOR  1=15  TO  0  STEP  -0.2:SOUND  0,2 

55*RND(0)  ,8,1  :NEXT  I 

1790  Y=Y+1:IF  Y>176  THEN  Y=176:G0SUB  6 

50:GOTO  1820 

1800  GOTO  1 680 

1810  POKE  77,  0:NEXT  PROB 

1820  GOSUB  770:IF  PC<PCNT  THEN  GOSUB  7 

1  0:  GOTO  1 590 

1830  GOSUB  140 :MAX=MAX+DIF :MIN=MIN+INT 

(DIF*RND( 0)+1 ) 

1 840  PC=1 00:NEXT  ROUND 

1850  IF  SCORE>HSCR  THEN  H S C R=S C 0 R E : T H= 

TYPE 

1 860  PCNT=6 : GOTO  81 0 


28 


ANTIC,  The  ATARI  Resource 


education 


TYPO  TABLE 


Va  r 


i  a  b  I  e 

Line 

5 

70 

160 

270 

390 

510 

610 

720 

840 

930 

1050 

1  170 

1280 

1400 

1510 

1630 

1  740 

1840 


c  h  e 
n  urn 


c  k  s 

r  a  n 

60 

150 

260 

380 

500 

600 

710 

830 

920 

1  04 

1  16 

1  27 

139 

150 

1  62 

1  73 

183 

186 


um 


1 1 24524 
Code 
GA 
TL 
JZ 
JK 
UC 
XW 
AE 
DN 
IB 
YZ 
BA 
PG 
BZ 
LG 
ME 
GF 
Tfl 
VN 


Length 
563 
527 
525 
428 
506 
508 
523 
483 
578 
342 
335 
525 
489 
513 
520 
601 
51  7 
65 


H 


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29 


education 


UGHT  PEN 
DOODLE 

Learning  by  trial  and  error 


by  JOHN  and  MARY  HARRISON 


The  name  "light  pen"  is  actually  a  mis- 
nomer. Unlike  a  miniature  flashlight, 
a  light  pen  does  not  emit  a  beam  of 
light.  Rather,  it  is  simply  a  slender  rod 
that  contains  a  phototransistor  which 
responds  to  the  light  emitted  by  a  TV 
or  monitor  screen.  As  a  result,  light 
pens  are  most  responsive  when  there 
is  a  sharp  contrast  in  brightness  be- 
tween the  screen's  background  and  the 
characters  being  displayed. 

Several  manufacturers  offer  light 
pens  for  sale.  These  range  in  price  from 
S25  to  over  SI50.  And  if  you're  handy 
with  a  soldering  iron,  you  can  build 
one  from  scratch. 

EDUCATIONAL  USES 


SYNOPSIS 


1 


This  drawing  program  requires 
BASIC,  16K,  and  a  light  pen.  Future- 
house  of  Chapel  Hill,  NC,  and  Tech- 
Sketch  of  Fairfield,  NJ,  are  two  manu- 
facturers of  light  pens  for  Atari  com- 
puters. The  program  runs  on  all 
models  of  Atari  computers.  UOOXJ. 
owners  may  have  to  change  the  state- 
ment: 

SETCOLOR  4,0,14 

in  line  1010.  If  you  get  a  distorted 
display,  change  the  14  to  8  or  10. 


Because  parents  and  schools  often  introduce  children  to 
computers  at  a  very  early  age — sometimes  before  they  can 
even  read  or  spell — the  children  often  lack  the  gross  motor 
skills  needed  to  use  a  joystick  or  keyboard.  But  most  chil- 
dren are  able  to  point.  By  using  light  pens  as  extensions 
of  their  fingers,  young  children  can  indicate  answers  even 
if  they  cannot  read  or  spell.  Thus,  time  that  would  have 
otherwise  been  spent  laboriously  locating  numbers  or  let- 
ters on  the  keyboard  can  instead  be  spent  thinking  about 
and  enjoying  a  program. 

Obviously,  the  light  pen  is  not  appropriate  for  every  pro- 
gram or  topic.  But  it  does  provide  a  friendly  interface 
between  the  user — especially  the  young  user — and  the 
computer. 

ATARI  IMPLEMENTATION 

The  Atari  computers  use  seven  memory  locations  to  con- 
trol the  light  pen.  Location  53277  sets  up  ("latches")  the 
pen.  It  must  be  cleared  and  reset  prior  to  each  reading. 


Locations  53264-53267  specify 
which  joystick  port  is  to  be  used  by  the 
pen.  Location  53264  indicates  that  it 
is  plugged  into  Port  1;  location  53267 
indicates  Port  4.  This  location  also 
determines  if  the  light  pen  is  in  use.  (It 
normally  contains  a  one,  but  its  value 
is  set  to  zero  when  the  pen  is  placed 
close  to  the  screen). 

Locations  564  and  565  contain  the 
horizontal  and  vertical  positions  of  the 
light  pen.  These  values  do  not  corre- 
spond directly  to  the  screen  position 
for  any  particular  graphics  mode,  but 
you  can  still  think  of  the  screen  as  a 
coordinate  plane. 

HORIZONTAL/VERTICAL 
POSITIONING 


The  light  pen's  horizontal  position  is  linked  to  color  clock 
units.  Because  TV  sets  and  monitors  are  subject  to  over- 
scan, the  left-hand  edge  of  the  screen  is  indicated  by  76 
in  the  horizontal-position  register.  As  the  pen  moves  across 
the  screen,  the  value  in  the  horizontal  register  increases 
until  it  reaches  224.  The  next  color  clock  (to  the  right) 
causes  the  horizontal-position  register  to  be  reset  to  zero. 
If  you  continue  to  move  to  the  right,  the  screen's  right- 
hand  edge  will  be  represented  by  16  in  the  horizontal 
register. 

Vertical  position  is  determined  by  counting  scan  lines 
from  the  top  of  the  screen  to  the  pen's  position.  Again, 
due  to  overscan,  the  top  of  the  screen  is  represented  by 
16  in  the  vertical-position  register;  the  bottom  is  repre- 
sented by  11 1 .  These  values  are  independent  of  the  graphics 
mode  being  used,  so  it's  necessary  to  scale  the  pen's 
readings  to  match  the  correct  screen  positions  for  the 

continued  on  page  32 


30 


ANTIC,  The  Atari  Resource 


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experiment.  MovieMaker'"  is  a  powerful,  innovative  tool  that  lets 
you  devise  the  action,  set  the  scene,  create  the  actors  and  stage 
the  action.  The  "Compose"  mode  lets  you  draw  characters  and 
background,  with  a  special  "Mirror"  function  for  quick  and  easy 
duplication  of  shapes.  The  "Zoom"  lets  you  add  incredible  detail 
for  astounding  realism.  When  you  "Record,"  you  film  and  edit  up 
to  300  frames  of  continuous  action,  controlling  speed,  sequence, 
colors,  camera  angles  and  layers  of  sound.  And  the  "Smooth" 
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education 


LIGHT  PEN  DOODLE  continued  from  page  30 
graphics  mode  in  use. 

USING  YOUR  LIGHT  PEN 

To  get  an  idea  of  how  a  light  pen  works,  plug  your  pen 
into  joystick  Port  1,  then  type  in  and  run  the  following 
program: 

5   GRAPHICS  0 

10   POKE  53277,():POKE  53277,4 

20   PEN  =  PEEK(5 3264) 

30   IF  PEN  =  1  THEN  10 

40   H  =  PEEK(564):V=PEEK(565) 

50   PRINT  H,V 

60   GOTO  10 

Line  5  sets  up  Graphics  Mode  0  so  that  the  light  pen's 
positions  can  be  easily  displayed.  Line  10  prepares  the  com- 
puter for  the  pen.  Line  20  checks  to  see  if  the  pen  has  been 
used.  Line  30  sends  control  back  to  line  10  if  it  hasn't  been 
used.  Line  40  gets  the  horizontal  and  vertical  positions 
from  the  appropriate  memory  locations.  Line  50  prints 
these  values.  Line  60  repeats  the  process  until  you  press 
[BREAK]. 

VARyiNG  READINGS 

As  you  run  this  demonstration  program,  you  may  notice 
that  successive  readings  can  differ  significantly.  The  degree 
of  variation  depends  for  the  most  part  on  the  quality  of 
your  light  pen.  If  it  has  an  on/off  switch,  you  have  more 
control  over  the  readings.  On  the  other  hand,  if  your  pen 
is  the  basic,  no-frills  model  (like  ours),  you  must  be  very 
careful  when  you  point  the  pen.  Otherwise,  you're  likely 
to  get  a  reading  from  the  lamp  above  your  TV  screen. 

However,  even  a  good  light  pen  may  exhibit  some  degree 
of  scatter  in  the  horizontal  position.  This  position  is  deter- 
mined by  counting  the  color  clocks.  Because  an  inexpen- 
sive pen  has  fewer  parts,  it  tends  to  be  inaccurate  with 
respect  to  horizontal  positioning  on  the  screen. 

There  are  several  ways  to  compensate  for  this.  First,  take 
several  readings.  Then  average  them  to  determine  the 
horizontal  position,  or  select  the  middle  reading,  or  select 
the  most  common  value.  You  can  also  take  successive  pairs 
of  readings  until  the  two  readings  fall  within  a  given 
tolerance.  (Fortunately,  vertical  readings  do  not  normally 
exhibit  similar  discrepancies.) 

LIGHT  PEN  DOODLE 

Light  Pen  Doodle  is  a  short  program  that  demonstrates 
some  of  the  capabilities  of  even  an  inexpensive  light  pen. 
When  you  run  the  program,  a  white  screen  divided  into 
a  picture  area  and  a  coU^r-selection  area  is  displayed.  The 
color-selection  portion  contains  five  rectangles.  The  four 
rectangles  on  the  left  are  used  to  select  colors;  the  fifth 
one  erases  the  screen.  This  program  is  written  in  Graphics 


Mode  7,  which  restricts  us  to  the  use  of  four  colors. 

Since  our  light  pen  does  not  have  an  on/off  switch,  we 
use  the  keyboard  to  turn  it  on  and  off.  Each  time  a  key 
is  pressed,  the  value  in  location  764  changes.  A  value  of 
255  in  this  location  indicates  that  a  key  has  not  been 
pressed.  Pressing  the  space  bar  changes  the  value  in  loca- 
tion 764,  and  thus  activates  or  deactivates  the  pen. 

This  feature  works  as  follows.  First,  select  a  color  by 
pointing  to  one  of  the  rectangles  in  the  color-selection  area. 
Then  point  the  pen  at  the  picture  area  and  press  the  space 
bar  to  turn  the  pen  on.  To  change  colors,  point  the  pen 
away  from  the  picture  area  and  press  the  space  bar  to  turn 
it  off.  Select  a  new  color,  and  then  repeat  the  process. 

TAKE-APART 

Light  Pen  Doodle  is  shown  in  Listing  1.  Its  major  segments 
are  explained  below: 

Lines  10-120:  This  subroutine  determines  the  horizon- 
tal and  vertical  positions  of  the  light  pen.  These  positions 
are  then  corrected  for  the  TV  overscan  and  returned  in 
variables  H  and  V.  It  isn't  necessary  to  perform  any  addi- 
tional scaling  for  Graphics  Mode  7. 

Lines  200-250:  This  subroutine  determines  which  color 
is  used.  Color  selection  is  determined  by  the  horizontal 
position  of  the  pen.  If  the  clear-screen  selection  is  made, 
a  flag  is  set  to  one. 

Lines  1000-1180:  This  is  the  initialization  portion  of  the 
main  program.  It  selects  Graphics  Mode  7,  sets  up  the  color 
registers,  and  displays  the  picture  and  color-selection  areas. 

Lines  1190-1310:  This  is  the  main  program  loop  used 
to  doodle.  It  selects  colors,  turns  the  pen  on  and  off,  and 
displays  points  in  the  picture  area.  Frequent  subroutine 
calls  are  made  to  the  routines  at  lines  10  and  200. 

CONCLUSION 

This  completes  our  quick  demonstration  of  how  a  simple 
light  pen  works.  'We've  found  that  there  is  currently  a  lack 
of  information  about  the  techniques  needed  to  interface 
a  light  pen  with  an  Atari  computer;  a  certain  amount  of 
trial  and  error  will  probably  be  required  to  make  your  pen 
work  in  a  particular  application.  A  major  part  of  the  prob- 
lem is  that  most  of  the  inexpensive  light  pens  on  the  market 
toda)'  were  designed  as  input  devices  for  multiple-choice 
selection,  rather  than  as  high-resolution-graphics  tools.  But 
recent  advances  in  light  pen  technology  should  soon 
change  this  situation  for  the  better. 

John  and  Mary  Harrison  are  parents,  teachers  and  Atari 
hobbyists.  Mary  teaches  math  and  computer  science  at 
the  high  school  level.  John  holds  an  M.S.  in  computer 
science  and  develops  educational  softivare.  They  coordi- 
nate the  Education  Department  for  ANTIC. 


32 


ANTIC,  The  Atari  Resource 


education 


5 

6 

7 

9 

H 

20 

30 

40 

50 

60 

70 

80 

90 

10 

1  1 

1  2 

20 

21 

22 

23 

24 

25 

10 

10 

CO 

10 

10 

85 

10 

10 

10 

10 

10 

10 

10 

10 

1  1 

1  1 

1  1 

1  1 

1  1 

1  1 

1  1 

1  1 

1  1 

1  1 

EN 

1  2 

1  2 

12 

12 

12 

12 

12 

12 

12 

12 


1 
L 
3 
3 

40 
50 
55 
56 
60 
70 
80 
90 
00 
10 
20 
30 
40 
50 
60 
70 
80 
90 


EM  LIGHT 
EM  BY  JO 
EM  ANTIC 
OTO  1000 
POKE  532 
PENOFF=P 
IF  PENOF 
H1=PEEK( 
IF  H1<H2 
IF  H1<76 
H=H1 
IF  H<17 
H=H-7  6: I 
V=PEEK( 
IF  V<0 
RETURN 
IF  H<35 
IF  H<65 
IF  H<95 
IF  H<12 
FLAG=1 
RETURN 
0  GRAPHI 
0  SETCOL 
OR  4,0,1 

0  COLOR 

1  PLOT  0 
DRAWTO  0 
0  FOR  1= 
0  C0L=1 

5  IF  I <= 

6  COLOR 
0  PLOT  I 
0  DRAWTO 
0  DRAWTO 
0  IF  I>3 
0  POSITI 
0  POKE  7 
0  XIO  18 
0  GOTO  1 
0  DRAWTO 
0  DRAWTO 
0  NEXT  I 
0  PLOT  1 

0  PLOT  1 
POKE  7 

1  190 

0  GOSUB 
0  IF  V<8 
0  GOSUB 

5  IF  PEE 

6  POKE  7 
0  IF  FLA 
0  GOSUB 

0  IF  V>8 
0  PLOT  H 
0  IF  PEE 


PEN  DOODLE 
HN  AND  MARY  HARRISON 
MAGAZINE  APRIL  1984 

77,0:  POKE  53277  ,4 
EEK(53264) 
F=1  THEN  GOTO  10 
564) : H2=PEEK(564) 
-1  OR  H1>H2+1  THEN  40 
AND  H1>16  THEN  40 

THEN  H=225+H 
F  H>159  THEN  H=159 
565)-16:IF  V>95  THEN  V=9 5 
THEN  V=0 

THEN  COLOR  1  :  GOTO  250 

THEN  COLOR  2:G0T0  250 

THEN  COLOR  3:G0T0  250 

5  THEN  COLOR  4  :  GOTO  250 


CS  7+16 

OR  0, 3,6:SETC0L0R  1 , 7,6:SET 

4:SETC0LOR  2,12,6 

1 

,0:DRAWTO  159,0:DRAWTO  159, 

,85:DRAWT0  0,0 

1  TO  5 

3  THEN  COL=I 

COL 

*  3 0-5, 9  5 

1*30-5,90 

10+(I-1 )*30,90 

THEN  1  140 
ON  10+( I-l )*30,95 
65,1 

,#6,0,0,"S:" 
160 

1 0+( 1-1 ) *30, 95 

1*30-5,95 

35,95: DRAWTO  140,90 
35,90: DRAWTO  140,95 
64,255:  IF  PEEK( 764)<>255  TH 

10 

5  THEN  1200 

2  0  0 

K( 764)=255  THEN  1225 

64  ,  255 

G=l  THEN  FLAG=0:GOTO  1000 

1  0 

5  THEN  V=85 

,V 

K(764)<>255  THEN  1190 


1290  GOSUB  1  0 

1295  IF  V>85  THEN 

1300  DRAWTO  H,V 

1310  GOTO  1280 


V=8  5 


TYPO  TABLE 


Variable  checksum  =  144195 


7'^' 


f^f^fi 


EPSON',  NEC,  PROWRITER*,  GEMINI',  OKIDATA  92* 
OKIDATA  82A/OKIGRAPH,  M-T  SPIRIT,  DMP-80,  PANASONIC  KXP-1070 


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—  all  mach.  lang.  —  Lister  incl.  —  all  modes  —  mixed  modes  — 
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—  basic  or  no  cartridge  —  demos,  utilities,  fonts,  included  —  dump, 
create    forms,    stationery,    calendars,    requires    interface.    '29.95 

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Now  for  single/double  density.  Repair,  explore,  alter,  duplicate, 
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than  before!  The  best  repair/editor/duplicator  at  any  price  —  still  at 

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IVl, 


Uen 

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Indicates  Trademark  of  non-related  company 


P.O.  Box  2205 
Redondo  Beach,  CA  90278 


April  1984 


33 


PUBUC 


»!• 


•MAIN 


SOFTWARE 


ANTIC  GAMES  DISK  #2  I 

1.  Speed  Demon;  from  ANTIC  V.I,  Nb.4 

2.  Guy'  Grid  Game, 

3.  Deathstan 
'I.  Blackjack: 

5.  Civil  War:  a' 

6.  Artillery:  firl' 

7.  Super  Wumpi 


ANTIC  GAMES  DISK  #3 


1,  Petals 

8.  Showdown 

3.  FROG;  from 

4.  Draw;  Guy 

5.  Plus  Zero 
ft,  Coliisi,  and 


No.3 


ANTIC  UTILITY  DISK  *1 

1 .  Doc;  program  allows  you  to  accom- 
pany programs  with  separate  documen- 
tation on  disk, 

2.  MIcroassembleriaJjpws  you  to  create 
USR  routlnes-ass^mbl^f^nore 

3.  Assembler-Bailor:  tM\ld  slow  but 
versatile  I  ^^        J  j 

4.  Num;  autom4<|£<ifi«^^mberln3  utility 
in  BASIC  ^^ — 

5.  Memtest:  runs  v^llteut  BASIC 
cartridge,  to  test  a  I  n  lemory 


ismmm'nm 


ANTIC  GAMES  DISK  #4 

IviiltiJres;  from  Swin-' 

5  Castle  Hexagon;  also  by  Stari'Ockers 
i  Adventure;  Tha-renMJnder  of  the  disk 
contains  an  ^9'^tfRM\'^^  program 
.vhlch  you  cari  IJ^^Sfau  can  use  the 
iirograin  to  wW*^OLH;<wn  adventure. 
Instructions  inctwdsJUn  program. 


rANTIC  UTILITY  DISK  *^ 

.Bubble  Sort;  From  ANTIC  V.I,  No.4 

.T/po;  from  ANTIC  V.I,  Na3 

,  Home  inventory 

,  KEY  6;  Clphe 

,  Renumber 

.  Compare;  Unites  for  flif  erenees 

.  SUPER;  me^p, 

. Modem 


,  RT  clock 
&  mure 


ANTIC  VI ,  No.6, 


ANTIC  GAMES  DISK  «5 

1.  Bats;  who  else?  Stan  Ockers,  ffj 
ANTIC  VI,  No.5 

2.  Stellar  Defense, 
slightly  Impravj 

3.  yahtzee 

4.  Mastermin- 

5.  Hamurabi;  tiVcWSTp-'Slmulation 

6.  Slalom;  becoime  a  master  schusser 

7.  Couch;  analyze  ^o|/rself 

8.  Aceyducy  &  mo 


ANTIC  UTILITY  DISK  *3 

1.  Disassembler;  from  ANTIC  V2,  No.l 

2.  Tiny  Text;  from  ANTIC  vi,  No,6 

3.  GTIA  text  wind; 

No.l 

4.  Label:  disk  l| 

5.  Set  up  prin' 
visicaic 

6.  Keyboard;  tutor 


I 


ANTIC  GRAPHICS 
DEMO  *1 

1 .  Spider:  from  ANTIC  V1 ,  No.3 

2.  Rainbow 

3.  Horses 

4.  ATARI  logo 

5.  Oxygen 

6.  Spiral 

7.  Pretty 

8.  Message  and  mbrl 


ANTIC  GR.  &  SO. 
DEMO  *1 


ANTIC  MUSIC  DISK  *1 

Requires  Music  Composer  Cartridge 
1   Prelude 

2.  Joplln 

3,  In  My  Life 
'4,  Star  Trek 

9,  Daisy 

6,  6reensleeve^ 

7,  Yellow  Submarine. "and  many  more 


^mk 


/^nfiC  is  pleased  to  offer  a  library 
of  Public  Domain  Software  for  the 
Atari  computers  currently  comprised 
of  12  disks.  These  prosrams  are  not 
yet  available  on  cassettes.  These  disl<s 
contain  unprotected  material  from 
the  libraries  of  Atari  users'  sroups 
from  around  the  country. 

The  potential  buyer  should  note 
that  these  prosrams  are  sold  as  is. 
Their  usefulness  may  depend  on  your 
experience  with  the  computer.  They 
may  contain  programming  quirks  that 
require  some  modification.  However, 
all  perform  reasonably  well.  Contents 
of  the  disks  may  vary  slightly  from  the 
published  description  due  to  unfor- 
seen  circumstances,  but  each  disk  is 
filled  to  reasonable  capacity  with 
useful  programs  of  the  kind  de- 
scribed. In  most  cases,  there  is  no 
documentation  except  that  in  the 
program  themselves.  An  excellent 
value  at  $1 0.00  each,  plus  $1 .50  per 
order  for  shipping/handling.  Send 
check  or  money  order  (payable  to 
ANTIC  Publishing),  and  disk  number(s) 
to; 

Public  Domain  Software 

524  Second  St. 
San  Francisco,  CA  94107 
Allow  four  weeks  for  delivery.  All 
orders  are  sent  by  First  Class  Mail. 
California  residents,  please  add  bVi% 
sales  tax. 

ANTIC  presents  these  programs  in 
diskette  form  for  the  convenience  of 
theAtari  community,  in  the  belief  that 
all  of  the  programs  offered  are  in  the 
Public  Domain  and  that  no  proprie- 
tary interests  or  rights  to  these  pro- 
grams are  claimed  by  anyone.  These 
diskettes  are  not  copyprotected,  nor 
does  ANTIC  claim  rights  to  the  pro- 
grams themselves.  The  price  of  the 
diskettes  is  based  on  the  cost  of  mak- 
ing them  available. 


ANTIC,  The  Atari  Resource 


pilot/loso 


SAFE  SPAa 
AND  LARGE  LETTERS 


Logons  Antics 


by  KEN  HARMS 


The  secrets  of  Atari's  Logo  finally  are 
beginning  to  emerge!  This  month  we'll 
discuss  two  places  where  you  can  store 
)()ur  machine-language  code  and  a 
method  that  allows  you  to  use  Logc:)  to 
print  large  letters  on  the  screen.  "We'll 
even  be  able  to  move  turtles  around  on 
a  text  screen!  (B)'  the  way,  both  of  these 
topics  were  covered  in  direct  response 
to  readers'  requests  —  so  if  you  want 
it,  ask  for  it!) 

ABOUT  LOGO 


SYNOPSIS 

This  article  explains  where  to  locate 
mach ine-lattgiiage  programs  when 
using  the  Logo  programming  lan- 
guage, and  how  to  create  text  displays 
with  large  letters.  The  j)rograni  re- 
quires the  Logo  cartridge  from  Atari, 
and  runs  on  all  Atari  conipnters. 


interesting,  note  that  nodespace 
pointers  are  only  one-byte  long  —  the 
"high"  byte.  The  pointer  at  14268 
directs  us  to  the  start  of  the  first  bank 
of  nodespace,  or  the  bottom  of 
memory.  To  get  this  decimal  address, 
type: 

PR  256  *  .EXAMINE  14268 


First  of  all,  Logo  is  not  an  "applications"  language.  That 
is,  it  was  designed  to  serve  as  an  environment  for  experi- 
mentation, rather  than  as  a  language  for  writing  polished, 
arcade-style  game  programs.  It  doesn't  offer  sophisticated 
error-trapping  capabilities,  or  easy  access  to  the  Atari's  own 
special  capabilities.  Atari  did  take  special  pains  to  produce 
an  impro\'ed  Logo  that  is  highl)'  compatible  with  Apple 
Logo.  That's  the  good  news.  The  bad  news  is  that  —  as  a 
result  —  we  Atari  users  often  have  to  deal  with  the  Apple's 
poor  design  as  we  travel  in  Logo's  world.  Wouldn't  you 
love  to  have  access  to  the  Atari's  full-screen  editor  in  Logo? 
Logo's  memory  is  divided  into  two  sections,  one  below 
the  graphics  screen  and  one  above  it,  because  Apple  does 
it  that  way.  As  in  all  Logos,  this  memory,  called  "node- 
space,"  is  made  up  of  five-byte  units  called  nodes.  This 
space  is  used  to  store  your  program  and  to  execute  its  pro- 
cedures. To  find  its  way  around  nodespace,  Logo  sets  up 
a  scries  of  "pointers"  that  tell  it  where  things  are.  Generally, 
pointers  are  two  bytes  long,  and  are  stored  low  byte  first, 
then  high  byte.  (A  byte  is  a  character  or  a  numerical  \alue.) 

FINDfNG  A  SAFE  SPACE 

Now  we're  ready  to  consider  the  best  way  to  store  machine- 
language    programs.    But.    just    to    make    things    more 


Let's  call  this  address  STARTONE.  END- 
ONE,  the  end  of  the  first  bank,  is 
pointed  to  by  the  high-byte  at  14271. 
The  two  pointers  for  the  second  bank  are  STARTTWO  at 
14269  and  ENDTWO  at  14270. 

Just  as  in  BASIC,  the  best  hiding  place  for  machine  code 
is  an  area  of  memory  that  the  language  processor  has  "for- 
gotten." So,  just  move  up  the  bottom  of  memory  by 
.DEPOSITing  a  new  value  in  14268.  Logo  only  stores  page 
addresses  (a  "page"  is  256  bytes),  so  if  you  add  one  to  the 
value  in  STARTONE,  memory  moves  256  bytes.  But  —  since 
nodespace  is  made  up  of  5-byte  nodes  and  five  doesn't 
divide  into  256  evenly  —  it  soon  becomes  apparent  that 
we  have  to  move  the  bottom  of  memory  in  increments  of 
five  pages  each  —  or  a  whopping  1280  bytes!  By  the  way, 
the  folks  at  LCSI  have  warned  that  memory  should  be 
moved  only  when  Logo  is  first  booted. 

If  you  don't  need  1280  bytes  and  aren't  planning  to  create 
your  own  turtle  shapes,  a  good  storage  area  is  the  shape 
table,  which  is  ordinarily  used  to  store  the  shapes  you  create 
with  the  shape  editor  This  table  has  256  bytes  and  starts 
at  13824.  You  can  probably  use  the  SETSH  command  se- 
quence to  install  the  code  without  a  scries  of  .DEPOSITS. 

PUTTING  LARGE  LETTERS  ON  THE  SCREEN 

Atari  computers  use  several  processors.  The  one  we  think 
of  as  "the  computer  "  is  a  6502  microprocessor  The  Atari 

continued  on  next  page 


April  1984 


35 


pilot/loso 


uses  another  processor  to  handle  the  screen  display  so  that 
the  6502  can  work  as  efficiently  as  possible.  This  is  the 
main  reason  that  the  Atari  800XL  is  more  "powerful"  than 
the  Apple  He;  Atari's  special  processor  frees  the  6502  to 
make  calculations  more  efficiently  than  the  Apple  can. 

A  PROCESSOR  CALLED  ANTIC 

This  special  processor  is  called  ANTIC,  or  the  ANTIC  chip. 
ANTIC  is  actually  a  tiny  computer.  It  needs  a  special  pro- 
gram, called  a  display  list,  to  tell  it  how  to  display  the  data 
that  the  6502  processor  puts  into  memory.  Each  of  the  dif- 
ferent display  modes  is  simply  a  different  program  for 
ANTIC.  So  we  can  produce  large  letters  by  providing 
ANTIC  with  a  large-character  display  program.  The  one 
I've  chosen  is  known  in  BASIC  as  Graphics  2.  Under  Logo, 
it  displays  12  lines  of  20  characters  in  four  colors. 

BUILDING  A  SPECIAL  DISPLAY  LIST 

Using  the  listing  as  our  road  map,  let's  build  a  special  display 
list  for  Logo.  Chris  Mitchell,  a  computer  hobbyist,  musi- 
cian and  colleague  of  mine  who  lives  in  Seattle,  came  up 
with  the  idea  of  using  the  screen  buffer  as  a  text  screen. 
This  allows  us  to  display  both  the  turtle  and  text  at  the  same 
time!  As  a  result,  you  can  use  a  specially-shaped  turtle  as 
a  pointer  to  highlight  words  or  make  the  regular  turtle 
dance  around  the  title  of  your  program.  (Unfortunately, 
however,  if  you  try  to  draw  with  the  turtle  either  your  draw- 
ing will  not  appear,  or  it  will  display  weird  characters.  Sorry 
about  that!) 

To  set  up,  we  first  call  a  Full  Screen,  followed  by  a  Hide 
Turtle  (leave  this  out  if  you  want  the  turtle  to  appear  on 
the  screen)  and  a  Clear  Screen.  The  last  step  ensures  that 
we  won't  display  an  old  drawing. 

ANTIC  looks  for  a  display  list  (its  program)  at  the 
memory  address  pointed  to  by  the  two-byte  pointer  at  5  60 
and  561 .  The  second  line  takes  those  values  and  uses  them 
to  start  building  a  new  display  list.  Generally,  the  first  three 
values  in  the  list  are  112's,  which  tell  ANTIC  to  display  blank 
lines  (these  allow  for  TV  pictures  that  aren't  quite  right). 
The  next  instruction,  a  71,  tells  ANTIC  that  we're  going 
to  display  Graphics  2  characters. 

The  next  two  values,  17  and  59,  make  up  a  two-byte 
pointer  to  the  data  that  ANTIC  will  display.  At  this  point, 
things  get  a  bit  tricky.  Logo  uses  a  two-byte  pointer  at  14272 
and  14273  to  find  the  start  of  the  screen  buffer  that  we 
use  for  our  data.  The  buffer  is  960  bytes  long.  But  we're 
using  only  240  bytes  (12  lines  of  20  bytes).  As  a  result,  if 
we  start  at  the  beginning  of  the  buffer  we'll  encounter  36 
blank  lines  before  seeing  anything  on  the  screen.  Because 
of  this,  we  simply  skip  720  bytes  to  the  240  bytes  we  need. 
If  you're  using  a  64K  system,  use  209  and  66  instead  of 
17  and  59. 


The  next  11  pieces  of  data  in  the  list  are  sevens.  These  tell 
ANTIC  to  "display  this  line  as  large  letters."  Next,  we  send 
ANTIC  a  65  to  tell  it  that  we're  finished.  Finally,  ANTIC 
needs  the  address  of  the  next  program,  or  display  list.  In 
this  case,  we  simply  use  the  values  for  the  same  display 
list,  since  we  want  ANTIC  to  jump  back  to  the  beginning 
and  do  it  again. 

FINAL  THOUGHTS 

I  hope  that  at  this  point  you'll  be  off  and  running  with  these 
special  displays  for  your  Logo  programs.  Further  informa- 
tion on  display  lists  can  be  found  in  a  series  of  articles  in 
ANTIC  by  Allan  Moose  and  Marian  Lorenz  (Display  Lists 
Simplified,  page  33,  February/March  1983;  Start  Interrupt- 
ing, page  24,  June  1983;  More  Interrupting,  page  54, 
December  1983).  If  there's  enough  interest,  I'll  cover  pro- 
cedures for  other  special  displays  in  future  columns.  By 
the  way,  when  you  exit  these  special  modes,  use  a  TS  (text 
screen)  and  a  CT  (clear  text)  to  get  everything  back  to 
normal. 

Ken  Harms,  our  Contributing  Editor  for  the  Logo/PILOT 
department,  is  Vice  President  of  Administration  for  the 
California  Division  of  the  American  Cancer  Society. 


TO  M0DE2 
FS  HT  CS 
MAKE  "START  (  (  (  .EXAMINE  561  )  *  256 

)  +  .EXAMINE  560  ) 
REPEAT  3  [.DEPOSIT  :START  112  MAKE  "ST 
ART  (  :START  +  1  ) ] 

.DEPOSIT  .-START  71  MAKE  "START  (  .STAR 
T  +  1  ) 

.DEPOSIT  :START  17  MAKE  "START  (  :STAR 
T  +  1  ) 

.DEPOSIT  :START  59  MAKE  "START  (  :STAR 
T  +  1  ) 

REPEAT  11  [.DEPOSIT  :START  7  MAKE  "STA 
RT  (  :  START  +  1  )  j 

.DEPOSIT  :START  65  MAKE  "START  (   :STAR 
T  +  1  ) 
.DEPOSIT 
"START  ( 
.DEPOSIT 
END 


START  (  .EXAMINE  560  ) 

START  +  1  ) 

START  (  .EXAMINE  561  ) 


MAKE 


□ 


36 


ANTIC,  The  Atari  Resource 


i  profiles 


JOHN  VICTOR, 
COMPUTER 
EDUCATOR 


Education  has  been  a  major  factor  in 
the  life  of  John  Victor  and  in  the  life 
of  the  company  he  founded  in  1978, 
Program  Design,  Inc.  (PDI).  A  gradu- 
ate of  Michigan  State  University, 
where  he  earned  a  B.  S.  degree  in  psy- 
chology, Victor  did  graduate  work  in 
educational  psychology  at  Michigan 
State  and  worked  toward  an  MBA  at 
City  University  of  New  York. 

He  began  his  career  as  a  designer 
of  programmed  instructional  materi- 
als at  Resources  Development  in  East 
Lansing,  Michigan.  Then,  in  1967,  he 
moved  to  New  York  City  to  work  as 
an  editor  and  consultant  for  Grolier 
Educational  Corp.,  a  major  pub- 
lisher of  reference  books  and  encyclo- 
paedias. 

Victor  has  also  developed  course- 
ware for  the  American  Mananage- 
ment  Association,  the  National  Pest 
Control  Association,  and  the  U.S. 
Army.  He  has  written  a  book  that  ex- 
plains how  to  take  the  SAT  (published 
by  the  Associated  Press)  and  numer- 
ous articles  on  computer-related 
subjects. 

In  1976,  Victor  formed  a  company 
to  publish  computer-education  prod- 
ucts. Two  years  later,  the  company 
was  incorporated  as  Program  De- 
sign, Inc.  PDI  was  the  first  educa- 
tional software  producer  in  the  home 
computer  field,  and  has  a  number  of 
firsts  in  that  field.  Its  product  line  of 
more  than  40  titles  consists  of  four 
types  of  home  computer  software:  pre- 


by  CHRISTOPHER  RAUBER 
Assistant  Editor 


John  Victor,  president  and  CEO  of  Prosram  Design,  Inc. 


school  games  and  interactive  story- 
books, computer  tutorials  and 
courseware,  educational  games,  and 
arcade  games. 

The  following  interview  with  John 
Victor,  president  and  CEO  of  PDI,  was 


conducted  at  the  Winter  Consumer 
Electronics  Show  (CES)  in  Las  Vegas, 
Nevada,  on  January  7,  1984,  by 
ANTIC  Assistant  Editor  Christopher 
Rauber. 

continued  on  pase  40 


April  1984 


37 


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DESTINED  TD  BE  A  TRUE  CLASSIC 

The  Ultimate  Computer  Fantasy/Reality 


EXPERIENCE 

•   MORE  THAN  AN  ADVENTURE 
•   MORE  THAN  AN  ARCADE      •   MORE  THAN  A  SIMULATION 

SIGHTS  AND  SOGNDS  THAT  WILL  PLACE  YOO  IN  THE 
ALTERNATE  REALITY 

3-D  ANIMATION        FOUR  VOICE  SOUNDTRACK 

BY  PHIUP  PRICE  BY  GARY  GILBERTSON 

FOR 

MARSTEN  SYSTEMS  CORPORATION 

289  SO.  SAN  ANTONIO  ROAD 

LOS  ALTOS,  CA  94022 

ASK  FOR  ALTERNATE  REALITY  AT  YOQR  SOFTWARE  RETAILER 


profiles 


continued  from  page  37 

ANTIC:  What  products  of  interest  to 
Atari  computer  owners  will  your  com- 
pany introduce  here  at  the  CES? 
VICTOR:  Basically,  we  are  winding  up 
a  series  of  products  we  started  a  few 
years  ago  —  the  Interactive  Story 
Books.  These  are  programs  with 
human  voices  that  teach  certain  con- 
cepts to  preschool  and  younger  school 
children.  The  top  end  of  this  series  is 
a  product  called  Robin's  Halloween 
that  teaches  words  by  sight  recogni- 
tion. Robin  is  a  little  girl  who  encoun- 
ters some  creatures  from  outer  space. 
As  the  child  listens  and  watches,  he  or 
she  has  to  pick  words  to  help  Robin 
move  from  one  part  of  the  story  to 
another 

We  have  another  product  called 
Penny's  Balloon  that  is  also  a 
reading/writing  program.  Those  com- 
plete our  Interactive  Story  Book  Hne. 
We  also  have  some  other  products 
here,  including  a  program  called  Pic- 
ture Blocks,  which  is  a  computerized 
jigsaw  puzzle,  and  Giant's  Tooth,  a 
logic  program  that  puts  objects  into 
categories. 

But  we're  shifting  the  focus  of  our 
products  right  now  from  education/ 
entertainment  to  more  serious,  con- 
tent-oriented educational  products. 
We're  coming  out  with  a  French  course 
for  the  Atari,  and  one  on  algebra,  and 
we're  working  on  the  Montana  Read- 
ing Program  .  .  . 

The  industry,  at  this  point,  seems  to 
be  in  transition.  We're  shifting  from  the 
hobbyists  to  mass  consumers.  These 
groups  have  different  needs  and  dif- 
ferent ideas  about  what  constitutes 
good  educational  software.  We're  try- 
ing to  appeal  to  the  mass  consumers. 
We  think  they  are  less  familiar  with  the 
computer,  less  likely  to  be  impressed 
by  graphics,  more  likely  to  be  im- 
pressed with  content. 
A:  What  is  the  focus  of  )  our  company, 
and  how  have  you  evolved  over  the  last 
five  years? 


V:  Good  question.  This  is  our  transi- 
tion year.  We  started  this  business  in 
1978  with  very  definite  ideas  about 
what  constituted  good  educational 
products.  Unfortunately,  I  think  we 
were  overly  influenced  by  what  other 
people  were  doing  in  the  industry. 
They  were  interested  in  show  biz  and 
gimmicks,  and  we  got  ourselves  tied 
up  in  that  too  much.  We  didn't  forget 
our  initial  ideas,  but  we  got  caught  up 
with  games  and  show  biz,  and  lost 
sight  of  what  good  educational  soft- 
ware really  should  be  doing.  This  year 
we're  going  back  to  serious  education, 
particularly  because  we  think  that's 
what  the  mass  market  wants,  and 
those  are  the  people  we  want  to  sell. 
A:  How  would  Clipper  Around  the 
Horn  fit  in  with  this?  Is  it  part  of  the 
transition  phase? 

V:  No,  that's  part  of  our  show-biz 
phase.  Although  it  is  a  good  intellec- 
tual game,  it  really  isn't  a  mass  con- 
sumer item  like  the  Montana  Reading 
Program,  or  our  tutorial  on  how  to 
program.  Those  are  more  serious  edu- 
cational programs. 

A:  So  you're  moving  towards  the  hard- 
core educational  market? 
V:  Right,  but  for  the  home  consumer 
A:  You  recently  completed  a  survey  on 
computer-assisted  teaching  for  pre- 
school children.  Do  you  have  any 
comments  on  the  results  of  that 
research? 

V:  Yes.  We  think  it  was  unusual  and 
valuable,  because  people  in  this  indus- 
try do  very  little  research  to  see  what 
the  effects  of  software  are.  They  may 
test  it  to  see  if  it  holds  interest  or 
operates  correctly,  but  they  never  test 
to  see  what  the  software  produces. 

Our  survey  indicated  some  surpris- 
ing things.  First,  we  found  that  most 
"preschool"  software  is  really  de- 
signed for  eight-year-olds.  We  found 
that  the  level  the  industry  thinks  a  typ- 
ical four-year-old  is  at  is  nowhere  near 
the  actual  level.  The  second  thing  we 
found  out  was  that  our  preschool 
products  were  very  effective  at  teach- 


ing, and  not  for  the  reasons  that  the 
industry  usually  believes.  We  found 
that  kids  were  less  interested  in 
graphics,  and  more  interested  in  being 
able  to  control  whatever  it  is  that's  on 
the  screen. 

That's  an  important  discovery  for 
us,  but  unfortunately  you've  got  to  be 
able  to  sell  it  to  adults,  and  adults  don't 
necessarily  like  crude  graphics.  Kids 
don't  seem  to  care  one  way  or  the 
other,  but  they  like  the  idea  of  having 
something  they  can  control  on  the 
screen.  We  believe  that  a  lot  more  re- 
search has  to  be  done  by  the  industry 
on  its  products.  And  that  includes 
games.  I  really  don't  think  the  game 
developers  understand  the  man- 
machine  relationship.  They  know 
what  the  computer  does,  but  they 
aren't  cjuite  up  on  the  relationship  be- 
tween the  person  and  the  machine. 
That  goes  for  all  kinds  of  software. 
A:  Why  is  computer-assisted  educa- 
tion more  effective  than  traditional 
methods,  and  how  can  parents  help 
this  process  along? 
V:  There  are  five  elements  that  have  to 
be  there  for  learning  to  take  place. 
First,  the  learner  must  interact  with  the 
material  to  be  learned.  People  seldom 
interact  in  the  classroom.  They  sit  and 
get  stuff  laid  on  them.  With  the  com- 
puter, you  interact.  Second,  you  need 
feedback  on  how  well,  or  poorl)',  you 
are  doing.  With  a  textbook,  you  don't 
get  any  feedback;  in  class,  you  get 
some.  But  a  computer  is  an  excellent 
feedback  mechanism.  Third  is  motiva- 
tion. There  has  to  be  a  reason  to  do  the 
learning.  Sometimes  it's  enough  just  to 
learn,  to  be  right.  Sometimes  you  need 
a  little  extra.  Traditional  education 
seems  to  be  very  negative;  it's  what 
you  do  wrong  that  is  noticed.  Com- 
puter programs  don't  do  that  nearly  as 
much  as  traditional  classroom 
teachers.  Fourth,  the  subject  matter 
needs  to  be  presented  with  continui- 
ty. You  learn  one  thing  and  build  on 
that.  Computers  don't  guarantee  con- 
continued  on  next  page 


April  1984 


41 


profiles 


imammmimm 


tinuity,  but  they  facilitate  it.  Finally, 
control.  The  more  the  learner  controls 
the  learning  situation,  the  stronger  the 
learning. 

A:  It  seems  that  educational  software 
tends  to  the  extremes  of  being  too 
game  oriented  or  too  deadly  serious. 
Do  you  think  you  can  find  a  happy 
medium  in  your  new  products? 
V:  There  is  a  meeting  point,  and  I  don't 
know  where  it  is.  However,  if  you  test 
your  software,  you  can  discover  what 
it  takes  to  keep  people's  interest.  The 
industry  assumes  that  certain  things 
will  be  interesting  to  kids  that  really 
aren't.  Kids  will  work  on  drill  and 
practice  and  not  be  as  bored  as  adults 
think  they  will  be.  'Very  young  children 
have  a  high  tolerance  for  repetition. 
They'll  drive  you  crazy,  listening  to  the 
same  thing  over  and  over  and  over 
Young  kids  love  repetition.  And  you've 
got  to  direct  your  software  to  the  end 
user.  If  a  three-year-old  wants  repeti- 
tion, put  it  in.  Don't  design  preschool 
products  for  adults. 
A:  That  ties  in  with  the  distinction  be- 
tween education  and  learning  that  was 
made  recently  by  James  Morgan,  chair- 
man of  Atari.  He  said  that  "education 
is  something  that  is  done  to  you;  learn- 
ing is  something  you  do  for  yourself." 
V:  If  a  learner  feels  that  something's 
being  done  to  him  or  her,  it  destroys 
the  learning  process.  Learning  is  phys- 
iological. There  are  chemical  changes 
taking  place  in  the  brain.  If  the  learner 
isn't  ready  to  learn,  learning  isn't  going 
to  take  place.  And  the  best  way  to  make 
sure  that  the  learner  is  ready  to  learn 
is  to  put  the  learner  in  control.  In  tradi- 
tional education,  the  learner  is  rarely 
in  control.  Children  are  forced  to  learn 
when  they're  not  ready  to  learn. 

"What  is  learning?  It  is  the  ability  of 
an  organism  to  do  something  after 
going  through  an  experience  (for 
example,  a  program)  that  it  couldn't  do 
before  the  experience.  If  you  want  to 
evaluate  the  effect  of  a  program,  you 
find  out  what  the  student  can  do  after 
using  the  program  that  he  couldn't  do 


before. 

A:  What  specific  skills  are  your  pro- 
grams designed  to  teach,  and  which 
ones  can  you  measure  after  the  pro- 
gram has  been  used? 
V:  Okay,  let's  talk  about  preschoolers, 
on  whom  we  just  did  this  study.  Our 
preschool  program  teaches  basic 
cognitive  skills  related  to  reading  readi- 
ness. Now,  what  is  that?  It  includes  the 
ability  to  look  at  two  pictures  and  see 
if  they  are  the  same  or  different;  to  see 
four  objects  and  pick  the  one  that 
doesn't  belong  with  the  others;  to 
recognize  letters  of  the  alphabet  —  not 
necessarily  by  name  —  but  to  distin- 
guish them  from  other  marks  and  from 
each  other.  We  might  include  some 
shape  and  sound  recognition.  These 
are  the  skills  that  tests  of  reading  readi- 
ness usually  measure,  and  these  are  the 
ones  that  we  develop.  That's  how  we 
accomplished  the  48  percent  improve- 
ment rate  for  our  kids  on  the  standard- 
ized tests. 

A:  I.ct's  move  from  software  to  the 
area  of  your  company's  growth.  In 
1983,  PDI  reported  a  40  percent  in- 
crease in  sales  over  1982.  How  do  sales 
look  for  1984,  especially  in  the  Atari 
segment  of  your  market? 
V:  Our  1983  figures  were  affected  by 
Atari's  problems,  and  its  failure  to  get 
the  new  computers  to  the  market  as  ex- 
pected, but  we  think  1984  is  going  to 
be  much  better.  I  think  we  can  experi- 
ence a  100  percent  growth  in  sales  this 
year 

A:  What  do  you  see  as  the  growth  rate 
for  educational  programs  in  general 
over  the  next  few  years? 
V:  Atari  is  a  very  strong  educational 
machine.  The  mass  merchandisers 
report  that  20  percent  of  all  the  soft- 
ware they  sell  is  educational.  That's  a 
big  increase  in  educational  software 
sales  over  previous  years.  For  Atari,  I 
think  the  educational  opportunities 
are  extremely  good.  It's  an  affordable 
machine  with  superior  capabilities.  A 
lot  of  publishers  see  it  as  a  panacea, 
especially  those  whose  game  market 


is  softening.  They  think  educational 
software  is  going  to  bail  them  out.  It 
may  not,  but  we're  going  to  see  a  lot 
of  action  around  the  Atari. 
A:  Tell  us  about  your  product  develop- 
ment program.  How  do  you  decide 
what  products  you're  going  to  make? 
V:  We  ask  our  distributors  what  kind 
of  products  the  consumers  are  asking 
for  We  look  at  these  interests  to  sec  if 
we  can  devise  a  legitimate  educational 
package  within  the  price  range  that  the 
distributors  want.  Sometimes  it's  ridic- 
ulous —  they  want  a  course  on  how 
to  use  your  computer  and  they  want 
to  sell  it  for  S14.95.  There's  no  way  a 
software  publisher  could  make  money 
on  such  a  product.  But,  given  the  reali- 
ties of  the  restrictions  on  software 
development,  that's  the  way  we  do  it. 
A:  How  do  you  get  your  software 
authors? 

V:  Every  way  you  can  imagine.  It's  a 
problem  for  us,  because  developing 
educational  software  is  a  particular 
kind  of  skill.  We  ha\'e  some  very  good 
outside  authors,  but  in  the  future  I 
think  we're  going  to  try  to  get  teams 
of  writers  and  educational  designers 
and  programmers  together,  and  to  do 
it  that  wa)'.  It's  too  hard  to  get  program- 
mer/educators, as  we  have  done  in  the 
past. 

A:  You've  been  in  the  educational  field 
for  some  20  years.  How  has  that 
experience  affected  PDl  and  its 
products? 

V:  My  experience  dates  back  to  the 
1960's  when  I  worked  on  developing 
programmed  instruction.  A  lot  of  what 
we  learned  then  is  totally  unknown  to 
the  people  designing  computerized 
educational  products  today.  I  don't 
know  why,  but  they're  just  not  familiar 
with  the  research  and  products  that 
came  out  in  the  1960's.  I'm  trying  to 
bring  that  experience  to  bear  on  the 
products  we're  designing  at  PDI  today. 
There's  a  tjuote  going  around  that 
applies  to  the  whole  software  indus- 
try: "Never  have  so  many  based  so 
much  on  so  little."  It's  amazing  how 


42 


ANTIC,  The  Atari  Resource 


profiles 


much  stuff  people  have  said  about  edu- 
cation, and  how  little  evidence  they 
have  to  back  it  up. 

For  example,  Logo.  It's  reported  to 
be  a  fantastic  educational  program- 
ming language.  Who  says?  The  people 
who  developed  Logo  never  did  any  re- 
search to  back  that  up.  I  have  never 
seen  a  single  study  showing  that  Logo 
is  a  better  teaching  language  than 
BASIC.  But  they  sold  the  industry  on 
it.  I  can't  figure  out  how  or  why  that 
ever  came  about.  They  should  have 
had  to  demonstrate  that  the  language 
had  the  qualities  attributed  to  it. 
A:  Do  you  see  any  solution  to  this 
problem  of  a  lack  of  research? 
V:  Yeah,  do  research! 
A:  Do  you  think  the  developers 
should  do  the  research? 
V:  Sure.  Seymour  Papert  could  have 
done  it  for  Logo.  Take  two  classrooms. 
One  gets  Logo,  one  gets  BASIC.  Six 
months  later,  test  them.  Find  out 
which  group  developed  the  best  pro- 
gramming skills,  the  best  style  —  if 
that's  the  point  he  was  trying  to  make. 
There  were  lots  of  things  that  could 
have  been  evaluated.  But  they  just  gave 
Logo  to  a  bunch  of  kids,  and  after  a 
while  they  asked  them  how  they  liked 
it.  "Gee,  it's  terrific!"  That's  not  scien- 
tific. I  wouldn't  have  accepted  that 
conclusion.  Still,  Logo  is  used  in  a  lot 
of  schools.  They  have  a  big  base  on 
which  to  draw  research  information, 
and  they're  just  not  doing  it. 
A:  Does  PDI  plan  to  do  research  in  the 
future? 

V:  Yes.  And  we're  going  with  tested 
and  developed  stuff.  The  Montana 
Reading  Program  was  fully  tested  at  the 
LIniversity  of  Montana.  It  was  com- 
pared to  the  best  traditional  reading 
methods.  The  kids  in  the  computer- 
ized Montana  program  did  22  percent 
better  —  pre-test  to  post-test  —  than 
the  ones  who  used  the  traditional 
method. 

A:  Adequate  documentation  is  a  prob- 
lem in  the  industry  in  general  and  the 
home  market  in  particular  What  is  PDI 


doing  to  make  sure  that  documenta- 
tion is  comprehensive  and  under- 
standable enough  for  the  home  user? 
V:  Here's  a  controversial  statement: 
"The  best  documentation  is  no  docu- 
mentation." Nobody  reads  it.  A  prod- 
uct should  be  self-documenting.  I'll 
give  you  an  example.  I  use  Letter 
Perfect  as  a  word  processor  Why? 


Schools  are  the  worst.  Schools  are 
such  pirates  that  they  have  eliminated 
themselves  as  appropriate  markets  for 
educational  software.  How  do  you 
combat  it?  I  don't  think  disk  protec- 
tion gives  you  a  whole  hell  of  a  lot.  Any 
scheme  yet  devised  can  be  broken.  But 
there  are  ways  to  market  products  that 
are  tough  to  steal.  We  make  kits.  It's 


We  think  1984  is  soing  to  be  much 
better  than  1983.  I  thinl<  we  can  expect 
a  100  percent  growth  in  sales  this  year. 


Because  I  don't  have  to  read  the  book. 
I  can  sit  right  down  and  start  word 
processing.  All  its  features  are  built-in 
Atari  features.  I  tried  that  with  the  first 
Atari  Word  Processor  (not  Atari- 
Writer)  and  after  five  minutes  I 
chucked  it.  I  didn't  want  to  read  that 
giant  manual,  and  nothing  was  natural. 
I  think  that  90  percent  of  the  people 
who  use  software  react  like  I  did. 
Business  software  is  different;  you 
have  to  have  well-developed  docu- 
mentation. But  games  should  be  self- 
documenting. 

A:  So  you're  going  to  move  away  from 
documentation? 

V:  Oh,  we'll  have  documentation;  the 
reviewers  pan  you  if  you  don't.  But  if 
you  can't  use  a  product  without 
reading  the  documentation,  I  don't 
think  it's  a  good  product. 
A:  Do  you  have  any  comments  on  the 
issue  of  protecting  software  from 
infringement? 

V:  Tough  issue.  My  guess  is  that  the 
mass  market  consumer  is  the  least 
likely  software  thief.  I  don't  think  our 
company  needs  to  worry  too  much 
about  that.  The  computer  hobbyist  is 
also  much  maligned;  oh,  there  are 
some  who  are  just  out-and-out  thieves, 
but  in  the  Atari  market  it's  not  a  major 
concern.  I  think  the  major  problem  is 
what  I  call  "institutional  piracy." 


tough  to  steal  a  kit.  You  have  to  copy 
disks,  cassettes,  books,  etc.  It  gets  to 
be  so  much  trouble  that  you  might  as 
well  buy  it. 

A:  What  do  you  think  makes  PDI 
unique?  What  do  you  offer  that  other 
companies  don't? 

V:  For  one  thing,  we  were  the  first  in 
our  area,  and  we've  been  imitated.  This 
industry  loves  to  play  follow  the 
leader  Whether  many  people  know  us 
or  not,  there  are  certainly  many  devel- 
opment houses  that  have  copied  the 
kinds  of  things  we  do.  We  did  the  Inter- 
active Story  Book,  the  sound-and- 
picture  presentation  that  follows  a 
story  line.  We  did  the  first  SAT  prepara- 
tion program.  We  did  the  first  "How 
to  Program"  tutorial,  and  we  haven't 
been  copied  on  that;  it's  a  very  hard 
thing  to  imitate  and  do  well. 

But,  in  general,  we've  been  the  first, 
and  then  other  people  have  come  in 
.  .  We  have  been  innovators,  and 
other  people  have  copied  us. 
A:  Any  special  characteristics  that 
your  programs  have  that  you  would 
like  to  talk  about? 

V:  The  most  important  thing  with  us 
is  human  interaction  and  learning.  We 
have  tied  our  future  to  Atari  in  a  big 
way.  We've  made  a  big  commitment 
there,  and  as  Atari  goes,  so  we  go. 

m 


April  1984 


43 


MORE  DISK  DRIVE  FOR  YOUR  MONEY 

In  fact,  with  the  ASTRA  1620,  you  get  two  superb  Disk  Drives  for  the 
price  of  one.  The  ASTRA  1620  is  Single  or  Double  Density  (software 
selectable)  and  completely  compatible  with  ATARI  DOS  or  OSA-t-  DOS 
When  used  as  Double  Density,  the  ASTRA  1620  has  the  same  capacity 
as  Four  ATARI  810®  Disk  Drives. 


DOUBLE 

OR 

SINGLE 

DENSITY 

The  ASTRA  1620  can  be 
either  single  or  double 
density,  depending  on  the 
software  selected.  One 
drive  can  be  configured  for 
single  density  and  the 
other  drive  for  double  den- 
sity, or  any  combination 
desired.  The  ASTRA  1620 
is  compatible  with  virtually 
any  software  available  for 
ATARI"  Disk  Drives.  The 
ASTRA  1620  is  smooth, 
quiet  and  fast.  In  Single 
Density  mode,  the  ASTRA 
1620  stores  88K  bytes  of 
programs  or  files.  In  Dou- 
ble Density,  the  ASTRA 
1620  stores  176K  bytes, 
simply  twice  as  much. 


TWO  DRIVES  ...  Yes,  two  superb  disk  drives  in  the  same  size  enclosure  normally  used  for  one  drive.  The  ASTRA  1620  measures  7%"  wide  x 
1 1  Vb  deep  X  5%  high. 

Two  drives  will  open  a  new  dimension  of  computing  for  you.  The  program  disk  can  be  in  one  drive  and  the  data  disk  can  be  in  the  other  This  will 
eliminate  time  consuming  disk  changes.  Backing  up  disks  and  copying  files  will  never  be  easier.  Just  follow  the  instructions  on  the  screen  and 
walk  away.  The  )ob  will  be  completed  within  minutes.  We  have  simplified  copying  from  single  to  double  density.  With  two  drives,  it's  iust  as  easy 
as  copying  in  one  mode.  No  disk  switching!  '  ' 

Two  double  density  drives  give  you  the  power  that  much  larger  and  more  expensive  computers  have  without  giving  up  any  of  the  features  avail- 
able on  the  ATARI"  Home  Computer. 

EASY  TO  USE  ...  The  ASTRA  1620  comes  complete  with  everything  you  need  Just  plug  it  in,  chain  it  up,  and  turn  it  on. 

In^^o^I^^^  ^■l^°u''°'^T  ""axPIiV^P?,^  ''^I'®  ''^^*  "^'^^  operating  system  available  for  the  ATARI«  computer!).  The  OSA+  DOS  is  completely 
compa  ible  with  all  existing  ATARI  DOS  files.  Because  the  OSA+  user  manual  is  very  complete  and  technical,  we  include  our  own  simplified  user 
manual.  Between  the  two  furnished  manuals,  you  have  the  information  necessary  to  perform  any  task  required  of  your  disk  drive. 
The  ASTRA  1620  also  contains  a  data  cord,  power  transformer,  and  operator  manual. 


v 


i^  flSTRfl 
SVST6MS 


5230  Clark  Avenue,   Suite   19 
Lakewood,  California  90712 


Phone 
(213)   804-1475 


44 


ANTIC,  The  Atari  Resource 


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48 


ANTIC,  The  Atari  Resource 


©  CoDyright,  ComouClub  1983.  All  rights  reserved. 


Atari  is  a  registered  trademark  ofWaryier  Cotmnunicatiotis,  Inc. 


THE  GREATEST 
AIARI'GAME 
OFALLTML 


Object:  Capture  more  programs  than 

from  any  other  source. 
Score:  The  best  prices  for  programs  win. 


Actually,  every  member  of 
I  CompuClub  is  a  winner,  because 
^  no  one  pays  lower  prices  for 
Atari®  programs  than  our  members. 

And  no  other  source  offers  as  many 
programs,  with  a  descriptive  catalog  cov- 
ering every  piece  of  software  we  offer! 
CompuClub  has  hundreds  of  Atari® 
programs:  games,  education  and  busi- 
ness. It's  an  astonishing  selection,  but  just 
as  incredible  are  our  prices  and  our 
catalog. 

Prices  always  at  least 
25%  below  retail 

Fact  is,  usually  our  prices  on  selected 
programs  are  even  lower  than  that.  And 
we're  always  running  sales  with  savings  of 
at  least  50  %  from  the  list  price  on  some 
of  your  favorite  programs. 

And  there  are  several  ways  to  pay: 
MasterCard,  Visa,  or  the  ever  popular 
check  or  money  order 

Annotated  catalog, 
updated  every  45  days 

We  don't  like  to  knock  the  competi- 
tion, even  by  implication,  but  there  are 
definite  advantages  to  a  CompuClub 
membership.  One  of  the  best  of  them  is 
our  catalog,  which  not  only  offers  an 
unbelievable  number  of  programs,  but 
includes  a  description  of  each  and  every 
one  of  them. 


In  fact,  the  catalog  is  so  big  and  filled 
with  so  much  information  that  we  print  a 
separate  price  list.  And  we  keep  adding 
so  many  programs  that  we  have  to 
update  the  catalog  nine  times  a  year  dur- 
the  course  of  your  membership. 


in 


Think  of  it!  No  more  wondering  what's 
behind  the  fancy  label,  no  more  shooting 
in  the  dark  or  depending  on  the  word  of 
a  clerk  who  may  not  be  familiar  with  the 
program  you're  interested  in. 

Exclusivity  for  Atari^  owners 

We're  not  trying  to  be  all  things  to  all 
people.  We  are  definitely  the  best  thing 
since  the  floppy  disk  for  Atari®  owners, 
and  only  Atari®  owners.  CompuClub  is 
very  exclusive. 

Our  catalog  is  thick  with  hundreds  of 
Atari®  programs,  and  only  Atari®  pro- 
grams. No  more  fumbling  your  way 
through  thickets  of  strange  symbols  and 
codes  for  the  different  computers  every- 
body else's  catalogs  try  to  cover 

The  rules 

The  rules  are  simple.  To  play  the 
CompuClub  "game,"  you've  got  to  be  a 


member  Anyone  can  join,  as  long  as  they 
fork  over  a  mere  five  bucks,  and  agree  to 
buy  three  programs  during  the  year  of 
membership.  Order  and  buy  your  pro- 
grams at  any  time  during  the  year,  but 
we're  sure  with  our  selection  and  prices 
that  you'll  want  to  get  going  right  away 

Five  dollars  buys  you  a  one-year  mem- 
bership, exclusive  Atari®  program  offer- 
ings, a  fully  annotated  catalog  with  9 
updates  during  the  year,  a  current  price 
list  (and  any  necessary  updates),  a  sub- 
scription to  our  newsletter,  and  dis- 
counted prices  at  all  times,  including 
announcements  of  our  pehodic  sales, 
which  feature  savings  of  50%  off  and 
more. 

You  conjoin  by  filling  out  the  coupon 
below,  or  get  an  instant  membership  by 
calling  our  toll-free  number  and  giving  us 
your  MasterCard  or  Visa  identifying  num- 
ber We'll  forward  your  registration  and 
sales  order  matehals,  your  catalog  and 
price  list,  so  you  can  begin  ordering  right 
away 

That's  all  there  is  to  it. 

If  you  think  you  play  a  good  game, 
you've  got  to  join  CompuClub.  It's  easy  to 
play  and  it  saves  you  money 

We  think  it's  the  best  Atari®  game 
loing,  because  with  us,  everybody  wins. 


CompuClub,  PO  Box  652,  Natick  MA  01 760     ATTN:  Dept.  AT 

I  want  to  play  the  greatest  Atari®  game  of  all.  Please  enroll  me  in  CompuClub  for  one  year,  and  rush  my 
^%  registration  material,  catalog  and  price  list  to  me.  I  agree  to  buy  any  three  programs  during  the 
ny  year  of  membership.  I  have  enclosed  my  payment  of  $5.  or  authorization  to  bill  m/ charge  card  account. 

Please  make  your  check  payable  to  CompuClub 

Payment  enclosed  D  check     D  money  order 

Bill  my  D  MasterCard      □  V  isa  ID  # . 


Signature 


City 


Zip 


-DiskD     Tape  a 


If  you  are  not  satisfied  in  anyway  with  the  conditii 
ordering  any  programs  from  CompuClub.  Your  rr 

To  join  by  phone,  call  toll-free. 

800-631-3111 


ns  of  your  membership,  you  may  cancel  before 
;mbershipfee  of  $5  will  be  cheerfully  refunded. 


Please  have  your  MasterCard  or  Visa  card 
ready  when  you  call.  In  Massachusetts,  call 
1-617-879-5232,  We  will  forward  your 
membership  materials  after  confirming 
authorization  for  your  charge. 


M 


ost  of  US  have  seen  games 
that  use  Player/Missile 
graphics  (PMG).  This 
sophisticated  graphics 
system,  built  into  all  Atari  computers, 
allows  you  to  create  and  animate  small 
figures,  and  to  move  them  across  the 
screen  without  disturbing  the  back- 
ground. 

However,  PMG  have  useful  applica- 
tions other  than  games.  For  instance, 
there  are  many  data-processing  pro- 
grams that  use  only  the  text  screen  of 
Graphics  0.  You  can  spice  up  such  a 
program  with  color  very  easily  using 
PMG.  The  following  program  listing 
shows  you  how  to  accomplish  this 
without  resorting  to  the  use  of  display- 
list  interrupts  or  other  fancy  tech- 
niques. 

PROGRAM  DESCRIPTION 

Line  5  turns  off  the  cursor.  To  turn  it 
back  on,  POKE  752,0.  Line  7  passes 


SYNOPSIS 

This  article  explains  hotv  to  use 
Plciycr/.Missile  graphics  in  non-staii- 
clard  irays.  The  accompanying  pro- 
gram rnns  on  all  Atari  compnters. 
IC)K  RAM  and  BASIC  are  required. 

control  to  a  subroutine  that  starts  at 
line  500.  Line  500  POKEs  a  number  in- 
to memory  location  623,  which  is 
known  as  GPRIOR,  or  the  priority- 
selection  register.  Priority,  in  PMG 
parlance,  refers  to  which  image  ap- 
pears (has  priority)  when  two  or  more 
images  occupy  the  same  area  of  the 
screen.  By  POKEing  a  one  into 
GPRIOR,  we  tell  the  Atari  to  display  all 
players  in  front  of  all  playfields.  A 
"player"  is  a  graphic  image  created 
with  PMG;  "playfield"  refers  to  a 
screen  image  created  by  means  other 
than  PMCi. 


GPRIOR  also  enables  us  to  combine 
four  missiles,  or  two-bit-wide  players, 
into  a  fifth  player.  We  accomplish  this 
by  adding  16  to  the  number  POKEd  in- 
to GPRIOR. 

QUADRUPLE  WIDTH 

Line  505  sets  all  players  to  quadruple 
width  (32  bits)  by  POKEing  each 
player-width  register  with  three.  We 
use  quadruple  width  to  highlight  a 
large  area  of  the  screen.  Line  507  does 
the  same  thing  with  the  missiles. 

Lines  5 10  through  518  set  all  players 
to  the  same  color.  By  doing  this  and 
positioning  the  players  side  by  side,  we 
can  cover  the  entire  screen  with  what 
appears  to  be  a  single  giant  player. 

Line  560  makes  player  0  (the  first 
player)  into  a  solid  column  that  runs 
the  height  of  the  screen  by  POKEing 
location  53261  with  255.  Binary  for 
255  is  II I  mil,  so  the  player  appears 
to  be  a  solid  bar  Experiment  with  this 


50 


ANTIC,  The  Atari  Resource 


effect  by  POKEing  different  numbers 
into  location  53261.  This  is  the  only 
way  you  can  define  an  entire  player 
with  one  byte.  For  instance,  POKE 
53261,129  to  create  a  player  that  looks 
like  two  vertical  stripes.  Lines  570 
through  582  do  the  same  thing  for  the 
other  players. 

That's  all  there  is  to  this  simplified 
PMG  setup.  Note  that  you  don't  have 
to  worry  about  things  like  Player/Mis- 
sile data  structure,  or  where  to  reserve 


memory  for  the  data.  When  you  want 
to  simply  add  color  to  a  text  or 
graphics  screen,  this  simple  system  is 
probably  the  best. 

MULTICOLORED  PLAYERS 

Line  292  shows  you  how  to  use 
GPRIOR  (location  623)  to  create  multi- 
colored players.  To  implement  this, 
POKE  623,PEEK(623)+32.  Now, 
when  you  overlap  two  players,  a  third 


color  appears  in  the  area  of  overlap. 
This  is  how  arcade-game  designers 
create  multicolored  players. 

The  program  that  accotnpanies  this 
article  is  reprinted  from  Philip  Seyer's 
Atari  Player  Missile  Graphics,  Reston 
Publishing  Co.  (1984),  Reston,  VA, 
(703)  43  7-8900.  Philip  Se)>er  writes  on 
educational  topics,  and  is  currently 
tvorking  full-time  on  Atari  books  and 
programs. 


1 

2 

3 

4 

5 

7 

H 

20 

25 

30 

32 

33 

35 


REM  GRAPHICS  0  P/M 
REM  BY  PHILIP  C.  SEVER 
REM  ANTIC  MAGAZINE  APRIL 
?  CHR$(  125)  :  REM 
POKE  752,1:  REM 
GOSUB  500:REM 
POSITION  2,10 


1984 


CLEAR  SCREEN 
TURN  OFF  CURSOR 
SIMPLIFIED  PMG  SETUP 


?  ■■  I  n 
using' 


this  example 


?  'we  are  NOT 
?  'the  ANTIC  cli  I  p  0  r" 
?  "Direct  Memory  Access' 
?  "to  f  e  t  cli  Players  " 

?  "or  Missiles  \^ 

GOSUB  900:  REM 


Wait  for  user  to  pros 


36 
40 
42 
44 
46 
50 


?  CHR$  (  1  25  )  :  REM 


CLEAR  SCREEN 


POSITION 
POSITION 
POSITION 
POSITION 


24 
24 
2  4 
24 


9: 
10 
11 
12 


DELAY=300: GOSUB  700 


Not  ice 
'it  is 
"Color  to 
"Graphics 
REM 


how  easy" 
to  add  "" 


Mode  0 


PAUSE  FOR  A 


60  POSITION  24,16:?  "Like  this!"":DELAY 

=50:GOSUB  700 

62  POKE  53248  ,176: POKE  5 3 2 4 9  ,  1 4 4 : R EM  Q 


UT  PLAYERS  ON  SCREEN 


65 
70 
80 
81 
:G 
85 
04 


DEL AY=1 00 : GOSUB 
POSITION  24,18: 
POSITION  24,19: 
POSITION  24,20: 
OSUB  700 
FOR  1=0  TO  254 
I  :  POKE 


Its  also  easy" 
to  change  that" 
color.": DELAY=200 


STEP 


1 0:X=5a3 
REM 


POKE 


90 
10 
10 
10 
10 
10 
10 
1  1 


2,3 


POKE  704,  80: 
GOSUB  700 
?  CHR$(  1  25) 
?  "•  And  I  t  "  s 
?  "go  back 
?  ""  p  I  a  y  f  i  e  I  d 

GOSUB     900  

POKE     53248,0:  POKE     53249.0:HEM    li'iliH  J 


POSITION 
easy  to"" 
to  the  r  e  g  u  I 
color."" 


a  r" 


PLAYERS  OFF  SCREEN 


115  GOSUB  700 

117  ?  CHR$ (  1  25  )  :  ?  :  ?  : POSITION 

120  ?  "You  can  also  fill" 

125  ?  "the  entire  screen"' 

130  ?  "With  all  5  players." 

135  DELAY=400 : GOSUB  700 


2,3 


MOVE  ALL  5  PLAYERS 


140  ?  :  ?  "Like  s  0  : ""  :  X=Xa3 
150  GOSUB  1  000  :  REM 


ONTO  SCREEN 


230    GOSUB     700:?    C H R $ ( 1 2 5 )  : P 0 S I T I  0 N    2,3 
232    ?    "The     playfield     is    now    hiding" 
2  34     ?    ""liHilliliWIiMiUmil""  : 

235  DELAY=250 :G0SUB     700         

236  ?    "'Now    I'll     put     it     In    IMIHI 

238  ?     "Of     the     players." 

239  DELAY  =  1  00  :  GOSUB  700:POKE  623,4-1-16 

240  DELAY=500 :GOSUB  700:?  CHR$(125):P0 
SITION  2,10:?  -Next,  when  you  press  a 
key,"" 

241  ?  ""  I"  I  I  shrink  the  playfield" 

242  ?  "for  a  moment  by  poking  ":?  "Loc 
atlon  559  with  33." 

243  GOSUB  900:?  C  H  R  $  (  1  25  )  :  P  0  K  E  559,1-^3 
2:DELAY=200:GOSUB  700:POKE  559,2-^32 

244  ?  :?  :?  "Next,  lets  set  each  play 
e  r"" 

245  ?  "to  a  different  color."" 

246  GOSUB  900:POKE  559,2-^32 

247  POKE  704,16:POKE  705,64:POKE  706,9 
6 : POKE  707 ,  144 : POKE  711,192:  REM 


AYERS  TO  DIFFERENT  COLORS 


248  ?  CHR$(125):  GOSUB  700 

250  POSITION  2,3:?  "Notice  that  player 

s    ""  

252  ?     "0-3    are    [Q^Qi]    the    playfield'" 

2  54  ?    "but    Player    4    (at     right)" 

255  ?  "is  in  front  of  the  playfield."" 

260  GOSUB  900 

2  6  5  ?  C  H  R  $(125  ):POKE  623,4-i-16:REM 


PRIORITIES  AND  ENABLE  5TH  PLAYER 


270  POSITION  2,3:?  "As  you  can  see,  PI 
a  y  e  r  4" 

272  ?  "(the  one  made  up  of  missiles)" 
274  ?  'always  displays  in  front  of" 

276  ?  "all  playflelds."":GOSUB  900:?  CH 
R$  (  1  25  ):  POSITION  2,3 

277  ?  "Lets  get  rid  of  the  ":?  "playf 
ield  again.  ":GOSUB  900:?  CHR$(125):P0K 
E  623  ,  1  +  1 6  :  POSITION  2,9 

278  ?  "   Playfield  now  hiding.  ":GOSUB 
9  0  0 

280  ?  CHR$(  1 25)  :  POKE  6 2 3  ,  4+ 1 6  :  P 0 S I T I  0 N 
2,3 

continued  on  next  pase 


April  1984 


51 


282  ?  "In  conclusion,  here's  an" 

283  ?  'example  of  how  you  can" 

284  ?  "overlap  players  to  create" 
286  ?  "a  multicolored  object." 
290  GOSUB  900:  ?  CHR$(  125) 
292  POKE  623, 1+16+32: REM 


ENABLE  5TH  PLAYER,  CREATE  MULTICOLORED 
OBJECT  WHEN  PLAYERS  OVERLAP 

SET  PLAYERS  0  AND  1  TO  OVERLAP 
PLAYER  0 


OVERLAP  

MOVE  OFF  SCREEN 


299 
300 
310 
320 
350 
360 
370 
380 
390 
400 

410 
420 
425 
430 
432 
434 
436 
438 
440 
499 


H  EM 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 

POKE 


3  J  ^4  0 

53249 
53250 
53251 
53252 
53253 
53254 
53255 


48  :  R  EM 
48+1 6:REM 
0:  REM 


POSITION  18,10:?  "The  three  colors 


POSITION 
POSITION 
POSITION 
POSITION 
POSITION 
POSITION 
POSITION 
POSITION 
POSITION 
GOTO  499 


18 

18 

18 

18 

18 

18 

18 

18, 

18 


1  1 
12 


1 

1 

1 

1 

18 

19 

22 


at  left 
produced 
Players 
You  can 
same  i  d  e 
make  a  m 
colored 
s  p  a  c  e  c  r  a 


were 
by 
0  & 
use 
a  t  0 
u  I  t  i 
f  I  y  I 
f  t  I" 


1  .'■ 
t  he' 


ng" 


END  OF  PROGRAM 


THIS    ONE'S   A 

KEEPER. 

Unlike  games  that  get 
''staled  you'll  USE  this 
program--  again  &  again 
for    pears    to    come. 

There's     nothing     else     like 

DECISIONS  . . .  DECISIONS'" 

A    TOOL    FOR     MAKING      LOGICAL     CHOICES. 

Combines  scientific  decision-mailing    principles 
with  your   computer's   power,    to  shine   new   light 
on   business,  personal,  and    family    decisions. 

"EASILY    SORT    OUT    CONFUSING    INFORMATION. 

"REMOVE    UNCERTAINTY   FROM    DIFFICULT    CHOICES. 

"CLARIFY    AND    QUANTIFY     YOUR      IDEAS. 

"SHOW    OFF    YOUR    COMPUTER'S    PRACTICAL    SIDE! 

Leads  you   step  by  step  through   any    problem ; 
analyzes  your    choices    with    swift     computer 
accuracy;     displays    the    results    in     easy    to 
interpret   graphic   form,    on  your    TV   screen. 

DECISIONS.. .DECISIONS   program   disk  for   48K   ATARI 
artd  complete  reference    manual,   in  handsome   binder, 
only  $37.50  including  shipping,  add    $2.25  tax  in  Calif. 
ORDER    MOW-youll   be  glad  you  did.    Send  check  to: 

D*i>t.  2  A 
^  f.Q.  Box  SOS 

Stinteii,  CA    90990 


1 


^\\  LATERAL 


500    POKE    623, 1  +  16: REM 


DISPLAY  PLAYERS 
IN  FRONT  OF  PLAYFIELD,  ENABLE  5TH  PLAY 


m 

505  POKE  53256, 3:P0KE  53257, 3:P0KE  532 

58,3:P0KE  53259, 3:flEM 

»«illHil!lllJlM','lliHn 

507  POKE  53260,192+48+12+3 


SET  ALL  PLAYERS 


REM 


MISSILES     TO     OUARUPLE    VI/IDTH 


SET  PLAYER  0  COLOR 
PLAYER  1  COLOR 
PLAYER  2  COLOR 
PLAYER  3  COLOR 

PLAYER  4  COLOR  

POKE  DATA  DIRECTLY  INTO  THE  T 
HE  PLAYER  GRAPHIC  REGISTERS 


IMAGE  FOR  PLAYE 


560 

[Q 

570 

575 

580 

582 

699 

700 

710 

800 

5  :  R 

810 

900 

0  C 
91  0 

920 
999 
100 
101 
102 
103 

1  04 
1  05 
106 
107 
1  08 


POKE  53261  , 255:REM 


DELAY:NEXT  I 


POKE  53262,  255:  REM 

POKE  53263, 255:REM 

POKE  53264,  255:REM 

POKE  53265, 255  :REM 

RETURN 

FOB  1=1  TO 

RETURN 

IF  PEEK( 764)<>255 
ETURN 

GOTO  800 

POSITION  2,22:?  "TAP 
ONTINUE  "  :GOSUR  800 

POSITION  2,21:?  " 


PLAYER1 
PLAYER  2 
PLAYER  3 
'player  4' 


THEN  POKE  764,25 


ANY  KEY" 


RETURN 

REM 
I  POKE 
I  POKE 
I  POKE 
I  POKE 
I  POKE 
i  POKE 
I  POKE 
I  POKE 


MOVE  ALL  PLAYERS  ON  SCREEN 
HOR  .  POS  . 


53248 
53249 
53250 
53251 
53252 
53253 
53254 
53255 


0  RETURN 


48 : REM 
48  +  32 
48+2*32 
48+3*32 
48+4*32 
48+(4*32 )+8 
48+(4*32 )+l 6 
48+(4*32)+24 


TYPO  TABLE 


Va 


r  I  a  b  I 
Line 
1 

35 
81 
1  20 
239 
248 
278 
350 
436 
51  6 
81  0 
1070 


e  checksum 
n  urn  range 
-  33 


1  7 
38 
47 
77 
20 
34 
14 
00 
-  1060 


78267 
Code 
UH 
LH 
EK 
AB 

QQ 
KV 
LX 
PN 
NG 
XX 
AO 
VO 


Length 
345 
505 
472 
373 
565 
573 
518 
381 
530 
386 
439 
53 


□ 


\>^  SOFTWARE 


52 


ANTIC,  The  ATARI  Resource 


/'J 


C-TOE 


An  introduction  to  artificfSHniemsenc? 


his  program  is  an  experiment 
in  artificial  intelligence.  It's  de- 
signed to  simulate  learning,  the 
mysterious  process  of  discover- 
ing the  correct  and  incorrect  resj'yonscs 
to  a  given  situation.  It  will  teach  your 
Atari  computer  to  play  the  ancient  and 
noble  game  of  tic-tac-toe.  Your  Atari 
will  improve  as  it  plays,  until  it  will 
seem  to  be  unbeatable.  And  believe  me, 
it's  an  uncanny  experience  to  watch 
your  computer  get  better  at  the  game 
with  practice — it's  almost  as  if  the 
machine  were  developing  a  person- 
alii\'  of  its  own. 


SYNOPSIS 

This  program  serves  as  an  introduc- 
tion to  the  fundamentals  of  artificial 
intelligence.  The  program  requires 
ISKfor  cassette  and  24K  with  a  disk 
system,  and  runs  on  all  Atari 
computers. 

MENACING  ORIGINS 

This  program  is  based  on  origi' 
research  performed  in  1960  by  an 
English  biologist  named  Donald 
Michie.  Michie  used  300  matchboxes 


by  JOSEPH  HAFNER 

ads  of  nine  different  colors  to 
is  Matchbox  Educable  Naughts 
rosses  Engine  (MENACE).  Each 
.7^Vof  the  matchboxes  had  a  unique  tic-tac- 
toe  pattern  on  its  cover.  Each  colored 
bead   represented   one   of  the   nine 
possible  moves,  or  squares,  in  the  tic- 
tac-toe  grid.  (As  you  know,  in 
ipe  there  are  a  number  of  different 
:gal  moves  that  can  be  made  in  any 
en  situation — and  some  moves  are 
fetter  than  others.) 
At  the  start  of  the  experiment,  he 
placed  an  equal  number  of  colored 
continued  on  next  pase 


April  1984 


53 


beads  for  each  legal  move  into  each 
matchbox.  Because  beads  were  re- 
moved from  the  matchboxes  as  the 
game  progressed,  more  beads  of  each 
color  were  available  for  early  moves 
than  for  later  ones.  When  it  was  the 
matchboxes'  turn  to  "play,"  Michie 
would  locate  the  matchbox  whose  pat- 
tern matched  the  existing  game  board. 
He  would  then  shake  the  box  and 
remove  a  colored  bead.  This  pro- 
cedure was  intended  to  result  in  a  ran- 
dom choice. 

"TEACHING"  A  MATCHBOX 

The  color  of  the  selected  bead  indi- 
cated what  move  the  matchboxes 
"wanted"  to  make.  The  beads  selected 
by  this  process  were  then  saved  until 
the  end  of  the  game.  At  that  point,  one 
of  three  things  would  happen.  If  the 
matchboxes  had  won  the  game,  three 
beads  of  a  chosen  bead's  color  would 
be  added  to  each  matchbox  from 
which  a  bead  had  been  taken.  If  Michie 
won,  the  saved  beads  were  perma- 
nently removed  from  their  match- 
boxes. This  "punished"  the  match- 
boxes for  making  bad  moves.  If  a  game 
ended  in  a  draw,  all  beads  were  re- 
turned to  their  original  places.  In  this 
way,  MENACE  tended  to  punish  or 
cancel  bad  moves  and  to  strongly  re- 
inforce good  moves. 

A  COMPUTER  VERSION 

In  Listing  1,  the  matchboxes  in  Michie's 
experiment  are  represented  by  the 
string  MCHBOXS.  Each  "matchbox" 
takes  up  19  bytes  of  the  string. 

The  first  nine  bytes  are  used  to  store 
possible  tic-tac-toe  patterns.  The  next 
nine  bytes  store  counters  that  represent 
menace's  colored  beads.  The  last  byte 
represents  the  chosen  bead  (by  means 
of  an  index  that  points  to  the  chosen 
counter). 

The  game  board  itself  is  stored  in  the 
BOARDS  string.  Actually,  eight  boards 
are  stored  here.  This  was  done  because 
almost  all  of  the  board  patterns  have 
a  number  of  mirror  images.  These  are 
identical  to  the  original  pattern,  except 
that  the  board  is  "rotated"  into  dif- 
ferent positions  (or  mirror  images).  If 
mirror  imaging  were  not  taken  into  ac- 
count, over  4500  possible  patterns 
would  have  to  be  stored  by  the  pro- 


gram, and  the  game's  playing  time 
would  be  prohibitively  long.  The  ALT 
array  shows  how  the  game  boards  are 
rotated  to  accommodate  the  mirror- 
image  representations.) 

LEAVE  IT  TO  THE  COMPUTER 

If  you  examine  my  program  carefully, 
you'll  notice  that  some  of  the  300  pos- 
sible tic-tac-toe  patterns  are  missing. 
Instead  of  including  all  possible  pat- 
terns in  the  program,  I  decided  to  let 
the  computer  determine  if  a  pattern  is 
a  new  one.  When  it  comes  across  a 
new  pattern,  it  stores  it  in  the 
MCHBOXS  array  The  machine  actu- 
ally "learns"  to  recognize  new  patterns 
when  they  are  presented.  This  part  of 
the  program  is  handled  in  lines  1250 
through  1460.  Let's  examine  these 
lines  more  closely. 

LOOKING  AT  THE 
LEARNING  CODE 

Line  1250  checks  to  see  ifa  move  is  the 
last  move  of  the  game;  in  this  case, 
only  one  move  is  possible.  This  move 
is  found  in  lines  1260  and  1270. 

Line  1280  starts  the  search  to  find 
a  matchbox  that  corresponds  to  the 
current  board  pattern.  If  a  match  is 
found,  a  jump  to  line  1380  is  made,  and 
the  process  of  randomly  choosing  a 
move  begins.  Otherwise,  a  new  pattern 
is  added  to  the  MCHBOXS  string  by 
lines  1330  through  1370.  Since  the 
new  pattern  must  match  the  board,  we 
move  directly  to  the  random-move 
selection  code  in  lines  1380  through 
1410. 

This  is  the  point  at  which  1 
discovered  a  most  interesting  phenom- 
enon. I  beat  the  computer  32  times  in 
a  row,  which  left  the  poor  machine 
without  any  counters  in  a  certain  pat- 
tern. Therefore,  during  the  33rd  game 
it  could  not  find  a  move  other  than 
zero,  which  is  not  allowed.  So  I  added 
line  1420  to  the  program.  This  does 
what  any  self-respecting  learning 
machine  would  do  in  a  similar  situa- 
tion— it  resets  the  program  and  starts 
over.  When  I  tested  this  feature,  I  beat 
the  machine  55  times  in  a  row  before 
it  discovered  the  proper  moves  and 
finally  won. 

In  line  1430,  we  save  the  computer's 
chosen  move  in  the   19th  position 


(byte)  of  the  matchbox.  Then  we 
reverse  the  mirroring  of  the  board  (so 
we're  looking  at  it  right-side-up)  and 
get  back  into  the  game  itself  at  line 
1110. 

The  rest  of  the  program  supports 
these  few  lines  of  code,  and  prompts 
the  human  player  to  make  his  or  her 
choices.  Lines  1480  through  1620 
check  for  a  win,  loss  or  draw,  and 
return  a  number  in  WIN  to  indicate 
what  was  found.  This  logic  is  used 
only  after  a  move  has  been  made. 
When  the  game  is  over,  we  end  up  at 
line  590,  which  can  then  send  us  on 
to  a  number  of  places,  depending  on 
who  won  the  game.  Line  760  adds  two 
new  "beads"  to  the  matchbox  when 
the  computer  wins.  Line  860  takes 
away  one  bead  if  the  computer  loses. 
Line  63O  doesn't  change  a  thing. 

HOW  TO  PLAY 

To  play  this  game,  use  either  a  joystick 
plugged  into  controller  jack  1  or  the 
[SELECT]  and  [START]  keys.  Either  the 
joystick  or  the  [SELECT]  key  will  move 
the  cursor  on  the  game  board  to  a  new 
position. 

When  the  cursor  is  in  the  square  you 
want,  press  either  the  fire  button  or  the 
[START]  key  and  your  choice  will  be 
recorded.  ("X"  always  goes  first.) 

When  it's  your  turn,  you  can  see 
what's  in  the  MCHBOXS  array  by 
pressing  the  [OPTION]  key.  It  can  be 
listed  either  to  your  printer  or  to  the 
screen  (if  your  printer  is  turned  off). 
You  can  also  save  the  patterns  stored 
in  the  computer  by  pressing  the 
[OPTION]  key  before  a  new  game  has 
started.  This  period  is  indicated  by  the 
"Who  goes  first?"  message.  In  this 
case,  you'll  be  asked  for  a  device  and 
file  specification  (without  beginning 
or  ending  quotes).  When  the  patterns 
have  been  saved,  respond  normally  to 
the  prompt  message  at  the  top  of  the 
screen. 

GETTING  THE  MOST 
FROM  THE  PROGRAM 

To  get  the  most  from  this  program,  you 
should  keep  statistics.  Make  a  chart  of 
who  wins  and  loses  each  game  in  se- 
quence, and  plot  the  results.  You'll  be 
able  to  see  your  computer  improve 
with  practice. 


54 


ANTIC,  The  Atari  Resource 


Don't  try  every  conceivable  com- 
bination on  the  machine  at  the  outset. 
The  learning  process  will  proceed 
slowly;  there  is  too  much  for  the  com- 
puter to  "learn"  all  at  once.  I  prefer  to 
use  one  or  two  patterns  consistently 
until  the  machine  has  figured  out  how 
to  handle  them.  Only  then  do  I  move 
on  to  a  new  pattern.  Using  this  tech- 
nique, the  effects  of  practice  on  the 
computer's  ability  ought  to  be  obvious 
after  20  games  or  so.  And  let  the  com- 
puter go  first.  It  seems  to  learn  much 
faster  that  way. 


Finally,  remember  that  this  is  an  ex- 
perimental program.  If  you  don't  like 
the  way  the  computer  is  learning,  re- 
start the  program  and  try  again.  You 
can  also  change  the  reward  and  pun- 
ishment values  in  lines  760  and  860, 
to  see  if  the  machine  learns  faster 
under  a  different  set  of  conditions.  Or 
you  can  alter  the  random-selection 
weighting  factor  to  provide  for  greater 
differentiation  between  beads  of  dif- 
ferent colors.  These  parameters  are  set 
in  line  310. 

This  program  can  teach  you  (and 


your  computer)  quite  a  bit  about  artifi- 
cial intelligence.  Have  fun,  experi- 
ment, and  then  sit  back  and  let  your 
Atari  amaze  your  friends  and  relatives 
with  its  new-found  skills. 

Joseph  Hafner  is  an  electronics  design 
engineer  with  ten  years  of  hardware 
and  software  experience  on  both  large 
and  small  computers.  He  has  also 
taught  hardware  and  software  design 
to  beginners,  using  BASIC,  FORTRAN 
and  Assembler 


110  DIM  MARK$(2) ,MB$(300*ig)  , LINE$(5)  , 

B0ARD$(72)  ,FNAME$( 15)  , J$(3) 

120  DIM  WIN$(24)  ,IMDEX(8)  , ALT$(72)  ,PLA 

YS(4) 

130  MABK$=CHR$(ASC("X"  )-^32)  :MARK$(2)=C 

HR$(  ASCC'O"  )+32) 

140  MB$(  1  )=i»]"  :MB$(5700)="B'  :MB$(2)=MB 

$ 

150  MB$(1  ,9)="  ■■  :  FOR  1  =  10  TO  1 

9:MB$(I)="I]'  :NEXT  I 

160    LINE$-'a*H*g" 

180     WT  N  $="nFll-'U  iUKMnlH^M  II  ■l.-'l-i  H  li  I H  ■l-i!''!  ilNl" 
200    FOR     1  =  0    TO    8:READ    A : I  NO  EX ( I )=A : NE X 
T    I 

210    DATA     1,2,3,8,9 ,4,7,6,5 

2  25     A  I  T  $="nHni-iHliM\IJ  iKMH  ll*Hlil..1  ■liM\MH  ll-^ffTiRI 

H  h  l..-N^  H  II  il-*  I  II  l-M\l.--li  H I  ill  H  |i  I  II  H.4\l.-'l  ■I\l..--Ii  H  H I  II  l-UI  ■IHJra 

IZSHHJIjI" 

270  FOR  1=0  TO  4:REA0  A : P L A Y S ( I )=A : M E X 

T  I 

280  DATA  96,184,175,272, 254 

290  XL  =  8:XH=XL-i-4:  YL  =  3  :  YH=YL-i-4 

300  WINS=0:LOSES=0: DRAWS=0 

310  R=2 :P=1 :D=0:WFACTOR=1 

360  GOSUB  201 0 

380  GRAPHICS  2:P0KE  7 5 6 , 2 2 6 : S ET C 0 L 0 R  0 

,0,0 

39  0  BOARDS  (1)="  -■:  BOARDS  (  72  )=■'   ":  BOARD 

$(2)=B0ARD$( 1 ) :GOSUB  930 

400  MOVENUM=0:HUMAN=0 

410  ?  ■■WINS="  ;WINS  ;"  L  OS  E  S="  ;  L  OS  E  S  ;  '  D 

RAWS=' ; DRAWS ; 

420  ?  ■■  PATTERNS-'  ;  LEN(MB$)/19 

430  POSITION  2,0:?  #6;"do  you  want  to 

go" 

440  FOR  1=0  TO  1  STEP  0:POSITION  5,1:? 

#6 ;  ' f  i  r s  tHy  nB 
450  FOR  J=0  TO  1  STEP  0:IF  PEEK(53279) 
=3  THEN  GOSUB  2110 
460  IF  PEEK( 764)<255  THEN  J=2 
470  NEXT  J 
480  OPEN  #2,4,0,"K:"  :GET  #2 , A : P OS  I T  I  0 N 

14,1:  PUT  #6  ,  AH-32  :  CLOSE  #2 
490  IF  A=ASC("Y")  THEN  H UM A N=1 : CMP T R=2 

:  1=2 

500  IF  A=ASCCN")  THEN  CMP T R=1 : H UMA N=2 

:I=2 


51 0  NEXT  I 

5  20  PLAYER=2 

530  FOR  1=0  TO  19:F0R  J=0  TO  1:P0SITI0 

N  I , J  :  ?  #6 ;  ■  "  : NEXT  J  :NEXT  I 

540  PLAYER=PLAYER-i-1-2*(PLAYER=2):M0VEN 

UM=M0VENUM-i-1 

550  POSITION  6,  0 

560  IF  PLAYER=HUMAN  THEN  ?  #6;-your  mo 

ve  "  :  GOSUB  1010 

570  IF  PLAYER=CMPTR  THEN  ?  #6;"  my  mov 

e  ":GOSUB  1250 

580  GOSUB  1480 

590  ON  WIN  GOTO  540,610,700,720 

610  POSITION  6,  0:  ?  #6;  ■  a   draw  " 

620  FOR  1=19  TO  LEN(MBS)  STEP  19:J=ASC 

(MB$(  I  )  )  :MB$( I , I )=CHR$( 0) 

630  IF  J  THEN  J  =  I-1 0  + J : A=AS C ( MB  $ ( J ) )  : A 

=A-i-D*(A<Z55):MB$(J,J)  =  CHR$(A) 

640  NEXT  I 

650  DRAWS=DRAWS  +  1  :  RESTORE  680 

660  FOR  1=1  TO  10:READ  A,B:SOUND  0,A,1 

0,8 

670  FOR  J=1  TO  B*20:NEXT  J:SOUND  0,0,0 

,  0  :  NEXT  I  :  GOTO  380 

680  DATA  40,1,0,1,53,1,53,1,47,2,53,1, 

0,2,42,1,0,1,40,1 

700  ON  HUMAN  GOTO  840,740 

720  ON  CMPTR  GOTO  840,740 

740  POSITION  6  ,  0  :  ?  #6 ;  ■  i   win 

750  FOR  1=19  TO  LEN(MBS)  STEP  19:J=ASC 

(MB$(I) ) :MB$(I , I)=CHR$(0) 

760  IF  J  THEN  J  =  I-1  0-h  J  :  A=AS  C  (  MB  $  (  J  )  )  :  A 

=A-i-R*(A<150):MBS(J,J)=CHR$(A) 

770  NEXT  I 

780  WINS=WINS-i-1  :RESTORE  810 

790  FOR  1=1  TO  19:READ  A,B:SOUND  0,A,1 

0,8 

800  FOR  J=1  TO  B*20:NEXT  J:SOUND  0,0,0 

, 0 : NEXT  I  :  GOTO  380 

810  DATA  81,1,81,1,81,1,81,2,162,3,162 

,1,144,1,121,1,81,3,81,1,76,1 

820  DATA  81,1,81,2,91,2,81,2,91,2,108, 

1,102,1,136,5 

840  POSITION  6,0:?  #6;"  you  win  " 

850  FOR  1=19  TO  LEN(MB$)  STEP  19:J=ASC 

(MB$( I  )  )  :MBS( I , I )=CHRS( 0) 

continued  on  next  page 


April  1984 


55 


860  IF  J  THEN  J  =  I-1 0  + J : A=A S C ( MB  $ ( J )  )  : A  =1:12  =  11+8 

=A-P* ( A>0) :MB$( J , J)=CHR$( A)  1290  FOR  J=1  TO  64  STEP  9 : J 1=J : J 2=J 1 +8 

870  NEXT  I  1300  IF  B 0  A R D$ ( J  1 , J  2 )=MB$ ( 1 1  , I  2 )  THEN 

880  L0SES=L0SES+1 : RESTORE  910  POP  :PGP  :GOTO  1380 

890  FOR  1=1  TO  11:READ  A,B:SOUND  0,A,1  1310  NEXT  J 

0,8  1320  NEXT  I 

900  FOR  J  =  1  TO  B*20:NEXT  JiSOUND  0,0,0  1330  I  =  L E N ( MB  $ )  +  1  : MB  $ ( I )=B 0  A R D $ ( 1  ,  1 9 ) : 

,0:NEXT  I:GOTO  380  ?  •   NEW  PATTERN" 

910  DATA  193,4,193,3,193,1,193,3,162,3  1340  FOR  J  =  1  TO  9 : K=I  + J  +  8 : MB  $ ( K , K )=C H R 

,173,1,173,3,193,1,193,3,204,1,193,5  $(0) 

930  POSITION  XL,YL  +  0:?  #6 ; B 0  A R D $ ( 1  , 1  )  ;  1350  IF  B 0  A R D $ ( J , J )=•  ■  THEN  MB$(K,K)  = 

■  I"  ;B0ARD$(2,2)  ;"  I"  ;B0ARD$(3,3)  C H R $ ( 5-1  NT ( ( MO V E NUM+1 ) / 2 ) ) 

940  POSITION  XL,YL+1:?  #6;LINE$  1360  NEXT  J 

950  POSITION  XL,YL  +  2:?  #6 ; B 0  A R D $ ( 8 , 8 )  ;  1370  MB  $ ( I  +  l 8 , 1  + 1 8 )=C H R$ ( 0 )  : J  1  =  1  : J  2=9 

•  I"  ;  BOARDS  (9,9)  ;■■  I"  ;  BOARDS  (4,  4)  1380  I  NO  E  X=I  +  9  :  MAXWE  I  G  HT=0  :  MO  V  E=0 

960  POSITION  XL,YL  +  3:?  #6;LINE$  1390  FOR  I  =  INDEX  TO  I ND E X  +  8 : WE  I GHT=ASC 

970  POSITION  XL,YL  +  4:?  #6 ; B 0  A R D $ ( 7  ,  7  )  ;  ( MB  $ ( I ) ) *WF ACT  0 R * R ND ( 0 ) 

••  I"  ;B0ARD$(6,6)  ;  ■  !•■  ;B0ARD$(5,5)  1400  IF  WE  I  G  HT>MAXWE  I  G  HT  THEN  MAXWEIGH 

980  FOR  1  =  100  TO  10  STEP  -5:S0UND  0,1,  T=WE I G HT : MO V E  =  I-I ND E X+1 

10,8:NEXT  I:SOUND  0,0,0,0  1410  NEXT  I 

990  RETURN  1420  IF  MOVE=0  THEN  ?  "   PATTERN  RESET 

1010  CX=XL :CY=YL :BLANK=32:MARKER=20  " : 1=1 N D E X-9 : G OT 0  1340 

1020  LOCATE  CX,CY,A:IF  A=BLANK  THEN  GO  1430  MB  $ ( I ND EX+9 , I ND E X  +  9 )=C H R $ ( MO  V E ) 

TO  1060  1440  FOR  J  =  J 1  TO  J2:IF  MO V E=AS C ( A L T$ ( J 

1030  CX=CX  +  2:IF  CX>XH  THEN  CX=XL:CY=CY  ))  THEN  MO V E  =  AS C ( A L T$ ( J-J 1  +  1 ) ) : J  =  J 2 

+2  1450  NEXT  J 

1040  IF  CY>YH  THEN  CY=YL:CX=XL  1460  GOTO  1110 

1050  GOTO  1020  1480  PLAY=0:WIN=1 

1060  POSITION  CX,CY:PUT  #6 , MA RKE R  :  GOS U  1490  FOR  1  =  1  TO  22  STEP  3 

B  1170  1500  SUM=ASC(BOARD$(ASC(WIN$(I) ) ) )+ASC 

1070  POSITION  CX,CY:PUT  #6,BLANK  ( B 0 A R D$ ( AS C ( WI N$ ( 1  + 1 )  ) ) ) +AS C ( B 0 A R D $ ( AS 

1080  ON  KEYIN  GOTO  1090,1030,1100  C ( WI N$ ( 1+2 ) ) ) ) 

1090  GOSUB  1170:ON  KEYIN  GOTO  1060,103  1510  IF  (SUM=360)  OR  (SUM=333)  THEN  PO 

0,1100  P  :G0TO  1590 

1100  M0VE=INDEX(3*( (CY-YL)/2)+(CX-XL)/  1520  IF  PLAY  THEN  GOTO  1560 

2)  1530  FOR  J=0  TO  4 

1110  BOARD$(MOVE,MOVE)=MARK$(PLAYER,PL  1540  IF  SUM=PLAYS(J)  THEN  PLAY=1 

AYER)  1550  NEXT  J 

1120  GOSUB  930  1 560  NEXT  I 

1130  FOR  1=0  TO  63  STEP  9 : J=ASC ( A L T$ ( I  1570  IF  PLAY  THEN  RETURN 

+MOVE))  1590  IF  SUM=360  THEN  WIN=3 

1140  BOARD$(I+J, I+J)=MARK$(PLAYER,PLAY  1600  IF  SUM=333  THEN  WIN=4 

En):NEXT  I  1610  IF  (WIN=1)  AND  (PLAY=0)  THEN  WIN= 

1 150  RETURN  2 

1170  IF  (PEEK(53279)<>7)  THEN  FOR  J=l  1620  RETURN 

TO  20:NEXT  J  1710  TRAP  1820:OPEN  #4,8,0,"P:" 

1180  IF  (STRIG(0)=0)  OR  ( ST  I C K ( 0 ) <>1 5 )  1720  FOR  1  =  1  TO  LEN(MB$)-10  STEP  19 

THEN  FOR  J=l  TO  20:NEXT  J  1730  J=I NT ( I / 1 9 ) + 1 

1190  FOR  1=1  TO  10  1740  IF  J<1000  THEN  J $=■ • 

1200  IF  (PEEK(53279)=5)  OR  (STICK(0)<>  1750  IF  J<100  THEN  J $="   ■ 

15)  THEN  KEYIN=2:P0P  :RETURN  1760  IF  J<10  THEN  J $="    ■ 

1210  IF  (PEEK(53279)=6)  OR  (STRIG(0)<>  1770  J  $ ( L E N ( J  $ )  +  1  )=S T R $ ( J ) 

1)  THEN  KEYIN=3:P0P  :RETURN  1780  PRINT  #4;J$;"   •■;MB$(I,I  +  8) 

1220  IF  (PEEK(53279)=3)  THEN  GOSUB  171  1790  FOR  J=I+9  TO  1+18 

0  1800  PRINT  #4;ASC(MB$( J) ) ;"   ■ ; 

1230  NEXT  I:KEYIN=1 :RETURN  1810  NEXT  J:PRINT  #4:NEXT  IrCLOSE  #4 • R 

1250  IF  MOVENUMoO  THEN  GOTO  1280  ETURN 

1260  FOR  1  =  1  TO  9:IF  B 0  A R D $ (  I  , I )  =  ■   •  T  1820  CLOSE  #4:GRAPHICS  0 

HEN  MOVE  =  I  1830  FOR  1  =  1  TO  LEN(MB$)-10  STEP  1 9  :  J  = 

1270  NEXT  I :GOTO  1110  INT(I/19)+1 

1280  FOR  1  =  1  TO  LEN(MB$)-10  STEP  19:11  1840  IF  J<1000  THEN  J  $=■  ■■ 


56  ANTIC,  The  Atari  Resource 


1850  IF  J<100  THEN  J $- •  " 

1860  IF  J<10  THEN  J $=■   " 

1870  J$( LEN( J$)  +  1  )=STR$( J )  : ?  J  $ ; "  '[MB 

$(I,I  +  8)  ;••  "  ; 

1880  FOR  J  =  I  +  9  TO  1  +  18:?  AS C ( MB  $ ( J )  )  ;  ■ 

• ; :NEXT  J : ?  :NEXT  I 
1890  ?  "   PRESS  ANY  KEY  TO  CONTINUE  GA 
ME," 

1900  IF  ( PEEK(764)=255)  AND  (PEEK(5327 
9)=7)  THEN  1900 

1910  GRAPHICS  2:P0KE  7 5 6  ,  2 2 6  :  S E T C 0 L 0 R 
0,0,0: POKE  764,255 

1920  POSITION  6,0:?  #6;"your  move":GOS 
UB  930 : RETURN 

2010  GRAPHICS  0:OPEN  #3 , 4  ,  0  ,  " K  :  ■  :  ?  "  R 
ecall  previous  learning?"; 
2020  GET  #3, A:?  C H R $ ( A  )  ;  :  C L 0 S E  #3 
2030  IF  AoASCCY")  THEN  RETURN 
2040  ?  :  ?  "  Wlia  t  d  e  v  :  f  i  I  e  n  ame"  ; 
2050  INPUT  FNAME$ 

2060  TRAP  2080:OPEN  #3 , 4 , 0 , F N AME $ 
2070  FOR  X=1  TO  5700:GET  #3,0D:IF  DD=1 
55  THEN  POP  :  GOTO  2078 
2072  MB$(X)=CHR$(DD) 
2074  NEXT  X 
2078  RETURN 
2080  ?  :?  "  Sorry,  unable  to  open  that 

file." 
2090  ?  "  Please  try  again."  :GOTO  2010 
2110  ?  :?  "  Save  current  learning." 
2120  ?  "  What  d  e V  :  f  i  I  e  n  ame  '  ; 
2130  INPUT  FNAME$ 

2140  TRAP  2160:OPEN  #3 , 8 , 0 , F N AME $ 
2150  PRINT  #3;MB$:CL0SE  #3:RETURN 
2160  ?  :?  "  Sorry,  unable  to  open  that 

file." 
217  0  ?  "WINS="  ;WINS;"  L OS E S="  ;  L 0 S E S  ;" 
DRAWS=" ; DRAWS ; 

2180  ?  "  PATTERNS=" ;LEN(MB$)/19 
2190  RETURN 


Software  Discounters 


TYPO  TABLE 


Var 


i  a  b  I  e 

Line 

110 

270 

440 

550 

680 

820 

940 

1070 

1200 

1330 

1450 

1590 

1790 

1910 

2080 


Che 
n  um 


c  k  s 
r  a  n 
225 
430 
540 
670 
81  0 
930 
1  06 
1  19 
132 
1  44 
157 
1  78 
190 
207 
219 


um 


2281870 
Code 
PT 
AK 
01 
SJ 
PN 
flE 
YF 
US 
FT 
KT 
LX 
UP 
YE 
Tl 
VO 


Length 
501 
500 
522 
498 
503 
553 
525 
396 
428 
51  8 
273 
347 
447 
429 
341 


S.D.  of  A. 


Q 


America     ^ 

1-800-225-SOFT 

P.O.  Box  278-Wildwood,  PA  15091 
In  PA  (412)  361-5291 


Your  Atari 
Software  Specialist!! 


Artworx 

Bridge  4.0  (T  or  D) $18 

Gwendolyn   (D) $18 

Monkey  Math  (T  or  D) $18 

Strip  Poker  (D) $21 

Broderbund 

Arcade  Mactiine  (D) $37 

Bank  St.  Writer  (D) $43 

Ctioplifter   (D) $21 

Loderunner  (D) $23 

MaskOfTtieSun(D) $25 

Spare  Ctiange  (D) $21 

CBS  Software 

All  Educational  Titles Call 

Continental 

Book  of  Atari  Software  '84 .  .  .  .$13 
Atari  Users  Encyclopedia.  .  .  .$13 
Home  Accountant  (D) $47 

Datasott 

Bruce  Lee  (T  or  D) $23 

Dallas  Quest  (D) $23 

Micropainter  (D) $21 

Epyx 

Fun  w/Art{CT) $25 

Gateway  To  Apstiai  (CT) $25 

Jumpman  (T  or  D) $25 

Jumpman  Jr.  (CT) $25 

Pitstop  (CT) $25 

Silicon  Warrior  (CT) $25 

Temple  of  Apstiai  (T  or  D) $25 

First  Star 

Astro  Ctiase  (T  or  D) $19 

Bristles  (T  or  D) $19 

Flip  &  Flop  (T  or  D) $19 

Gamester 

Baseball  (T  or  D) $21 

Football  (T  or  D) $21 

infocom 

Deadline    (D) $33 

Enctianler  (D) $33 

Infidel  (D) $33 

Planetfall  (D) $33 

Sorcerer  (D) $33 

ZorkI,  llorlll(D) $25 

LJK 

Data  Perfect  (D) $67 

Letter  Perfect  (D  or  CT) $67 

Spell  Perfect  (D) $55 

MIcroprose 

Hellcat  Ace  (Tor  D) $21 

Solo  Fligtit(D) $24 


Parker  Bros. 

Frogger  (CT) $33 

Popeye(CT) $33 

Q-Bert    (CT) $33 

Sega 

Buck  Rogers  (CT) $25 

Congo  Bongo  (CT) $25 

Star  Trek  (CT) $25 

Sierra  On-Llne 

BC  Quest  For  Tires  (D) $21 

BC  Quest  For  Tires  (CT) $25 

Dark  Crystal  (D) $25 

Homeword  (D) $49 

Ultima  I  (D) $21 

Ultima  II  (D) $37 

Wizards  Princess  (D) $21 

Spinnaker 

Aerobics    (D) $27 

Aegean  Voyage  (CT) $25 

Alphabet  Zoo  (CT) $21 

Fraction  Fever  (CT) $21 

Kindercomp(CT) $19 

SnooperTroop  1  or2  (D) $27 

Story  Machine  (CT) $21 

Strategic  Simulations 

Combat  Leader  (T  or  D) $25 

Eagles  (T  or  D) $25 

Ringside  Seat  (T  or  D) $25 

Scarborough 

Mastertype   (CT) $25 

Songwriter  (D) $25 

Synapse 

BlueMax(TorD) $21 

Dimension  X (Tor  D) $21 

Encounter  (Tor  D) $21 

Necromancer  (T  or  D) $21 

Quasimodo  (Tor  D) $21 

Rainbow  Walker  (Tor  D) $21 

Zepellin(TorD) $21 

Accessories 

Alien  Group  Voice  Box $89 

Ape  Face $59 

BASFSS,  DD $17  Box 

CompuServe  Starter  Kit $25 

Full  Stroke  Replacement 

Keyboard  for  Atari  400 $59 

Intec  32K  Ram $35 

Microbits  Modem  MPP1000C$125 

RanalOOO Call 

Wico  Bat  Handle $19 

Wico  Boss $13 

Wico  Red  Ball $21 

Wico3-Way $23 

Wico  Trackball $29 


Ordering  &  Terms:  Orders  with  castiier  ctieck  or  money  order  stiipped  im- 
mediately. Personal/Co,  ctiecks  allow  3  weeks  clearance.  VISA/MASTERCARD 
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without  notice. 


April  1984 


57 


B  Ben  |am  I  n  84^  -I  ^   ,  ^ 


ATARI  CONTROLS 
YOUR  ENVIRONMENT 

Simple  computer  appliance  interface 


^turi  home  computers  are  ca- 
pable of  much  more  than 
just  playing  games  and 
'  tackling  traditional  pro- 
gramming applications.  The  Atari's 
four  game  controllers  (two  on  XL 
models)  contain  sixteen  lines  (eight  on 
the  XL  series),  each  of  which  can  be 
set  for  input  or  output.  This  offers  the 
user  up  to  65,536  (2^*)  possible  exter- 
nal operations. 

This  article  explains  how  to  set  one 
line  to  output,  how  to  turn  appliances 
on  and  off,  and  how  to  dial  your  phone 
under  computer  control. 

WHAT  IS  A  CAI? 

The    computer-appliance    interface 


by  JEFF  McHIE 


SYNOPSIS 

A  coDipiiler-appliance  interface  (CAI) 
is  a  device  t/jcit  lets  you  control  appli- 
ances and  other  machines  with  your 
computer  Although  building C4  CAI  is 
not  an  extraordinarily  complex  pro- 
ject, yon  should  he  experienced  ivith 
electronic  circuit  assembly  before  you 
attempt  it.  You  must  build  the  circuit 
to  use  the  programs  in  this  article.  Do 
not  use  these  programs  with  a 
joystick,  or  you  nuiy  damage  your 
computer  This  CAI  and  itsprogratns 
work  irith  Atari  computers  of  all 
nu)dels  and  memory  configurations. 


(CAI)  consists  of  the  following  circuits-, 
a  regulated  5V-DC  power  supply;  a 
two-stage  inverting  buffer;  an  infrared 
optoisolator;  a  single-stage  transistor 
amplifier;  a  micro  relay;  and  a  macro 
relay. 

The  power-supply  circuit  (Figure  1) 
was  constructed  from  readily  available 
parts,  and  is  much  larger  than  neces- 
sary. You  can  add  one  control-line 
circuit. 

The  main  circuit  (Figure  2)  shows 
the  interconnection  of  the  two-stage 
inverting  buffer,  the  optoisolator,  and 
the  amplifier  that  powers  the  micro 
relay.  The  optoisolator  acts  as  a  phys- 
ical barrier  between  the  computer  and 
the  llOV-AC  circuit  that  is  being  con- 


58 


ANTIC,  The  Atari  Resource 


trolled.  Without  this  protection,  the 
computer  could  be  electrically  zapped 
and  destroyed  (see  ANTIC,  Systems 
Guide,  March  1984).  All  parts  except 
the  micro  relay  are  available  from 
Radio  Shack. 

The  micro  relay,  manufactured  by 
Struther  Dunn,  Inc.,  is  available  from 
Allied,  Inc.,  1355  North  McLean  Blvd., 
Elgin,  IL.  Insert  it  into  an  IC  socket  for 
easier  installation. 

^bu'Il  need  a  DI:9S  connector  to 
plug  the  CAI  into  your  computer's  joy- 
stick port.  These  are  available  from 
Atari,  Radio  Shack,  and  electronics 
parts  stores.  Figure  3  shows  you  which 
pinouts  to  use:  Our  device  will  use 
pin  3. 

Soldering  the  connector  pins  to  the 
cable's  wire  ends  and  putting  on  the 
shell  are  quite  difficult  jobs.  You  must 
be  both  experienced  with  soldering 
and  patient  to  complete  them  success- 
fulh-. 

WARNINGS 

Before  you  attempt  to  build  the  circuit 
or  use  its  associated  programs,  please 
note  the  following  warnings: 

•  If  yoti  attach  any  non-standard 
device  to  your  Atari  computer,  your 
warranty  will  be  voided. 

•  You  should  never  use  either  of  the 
programs  included  in  this  article 
with  a  joystick  attached  to  your 
computer.  This  could  short  a  line 
and  destroy  the  PIA  chip. 

•  The  110 V-AC  power  lines  constitute 
a  potential  shock  hazard,  and  must 
be  carefull}-  insulated. 

BUILDING  THE  CAI 

The  location  of  parts  isn't  of  critical 
importance.  I  used  u  three-and-a-half- 
inch  by  six-inch  perf  panel  as  a  base, 
and  attached  the  transformer,  macro 
relay,  and  cables  to  it.  The  power  sup- 
ply and  the  optoisolator/detector  cir- 
cuit were  assembled  on  separate  pieces 
of  printed-circuit  (P(;)  board.  These 
were  then  attached  to  the  main  perf 
board. 

The  optoisolator  consists  of  two 
components:  an  infrared  emitter  and 
an  infrared  pht)totransislor.  To  insure 
maximum  coupling,  these  compo- 
nents should  be  mounted  on  PC  board 
so  that  they  almost  touch;  a  small  piece 


'AKE-APART  for  PHONE-DRIVER  PROGRAM 

Line  10  Dimensions  AS. 

Line  15  Prompts  user  to  select  cither  toll-free  or  local-cal 

format. 

Line  20  Prompts  user  to  input  number  to  be  called. 

Line  25  Disconnects  phone  for  a  short  time  to  clear  any 

previous  call.  Sets  Zl  flag  (Zl  =  l)  if  toll-free  option  was 
selected. 

Line  30  Informs  user  that  a  call  is  being  processed  and  sup- 

presses ciu'sor. 

Line  40  Starts  output  sequence. 

Lines  60  &  61       Connect  phone  and  pause  for  a  sht)rt  time  to  obtain  a 
dial  tone. 

Line  65  Retrieves  one  element  of  AS  at  a  time  and  forces  its 

numeric  value  into  variable  C. 

Line  66  If  a  zero  is  encountered  in  variable  C,  it  is  converted  to 

10.  A  zero  must  be  transmitted  as  ten  pulses  to  conform 
to  protocol. 

Line  70  Transmits  pulses  to  the  phone;  the  number  of  pulses  to 

transmit  is  defined  by  lines  65  and  66,  and  is  forced  in- 
to variable  C. 
i^Line  75  Checks  to  see  if  flag  Zl  has  been  set  (Zl  =  1),  indicating 

I'  that  a  toll-free  number  has  been  input.  If  so,  the  pro- 

gram branches  to  line  270,  which  checks  for  hyphens  at 
three  locations  in  the  phone  number. 

Line  80  If  the  branch  at  line  75  did  not  occur,  this  code  — 

which  checks  for  only  one  hyphen  —  is  run.  Variable  B 
(the  current  element)  is  incremented.  When  B  =  4,  indi- 
cating that  a  hyphen  numeric  value  is  to  be  forced  into 
variable  C,  B  is  incremented  again  so  that  the  pulse- 
generation  code  will  receive  the  next  digit,  rather  than 
the  ASCII  value  for  a  hyphen. 

Line  90  Checks  to  see  if  the  last  digit  of  the  phone  number  has 

been  processed.  If  not,  the  program  continues  to  line 
95.  If  the  last  digit  has  been  processed,  the  code  resets 
flag  Zl  to  zero,  resets  B  to  1,  clears  the  screen,  turns 
cursor  back  on,  and  returns  to  line  15. 

Line  95  Provides  a  pause  between  the  pulse  scries  being  trans- 

mitted to  the  phone. 

Line  100  Loops  back  to  line  65  to  pick  up  the  next  digit  for 

processing. 

Lines  150  &  200  Prompts  the  user  regarding  the  "800  number"  input 
format . 

Line  250  Turns  the  phone  line  off. 

Line  260  Sets  the  number  of  elements  to  be  processed  to  15  by 

setting  Z2=  15. 

Line  270  Checks  for  three  hyphens  and  skips  over  them  when 

they  occur.  Increments  variable  B  to  select  the  next 
digit  to  transmit,  and  loops  back  to  transinitting  code. 

Line  275  Loop  back  to  transmitting  code. 


of  black  shrink  tubing  is  then  slipped 
on  to  hold  them  in  alignment.  Care 
must  be  taken  to  insure  that  the  cases 
don't  come  in  contact,  howe\er,  since 
this  would  compromise  the  optoiso- 


lator's  function.  If  black  shrink  tubing 
isn't  used,  the  optoisolator  will  be  ex- 
posed to  ambient  light  and  may  not 
function  properly. 

continued  on  next  page 


April  1984 


59 


A  miniature,  dual-inline,  reed-type 
micro  relay  can  be  inserted  into  a  stan- 
dard IC  socket,  which  in  turn  can  be 
mounted  on  the  PC  board.  The  sock- 
et's pins  protrude  through  the  back  of 
the  PC  board,  and  it  is  to  these  pins 
that  connections  should  be  made. 

The  relay's  pin-outs  follow  standard 
IC  labeling  practice.  Pins  2  and  6  are 
used  for  coil  power;  pins  8  and  16  are 
relay  contacts. 

Use  the  specified  micro  relay.  Other 
available  micro  relays  draw  more  cur- 
rent, and  may  not  work  in  this  applica- 
tion. If  you  must  substitute  another 
device,  make  sure  that  its  coil  draws 
less  than  10  milliamps  at  5V-DC.  On 
the  other  hand,  any  llOV-AC-coil, 
general-purpose  macro  relay  should 
work.  Its  specifications  aren't  critical. 

ADDITIONAL  WARNINGS 

Once  you've  built  the  CM,  resist  the 
temptation  to  try  it  out  right  away. 
Before  exposing  your  expensive  and 
delicate  computer  to  this  strange 
device,  run  a  bench  test  to  make  sure 
that  neither  the  power  drain  on  Bit 
Line  3  nor  the  computer's  power  sup- 
ply exceeds  specifications. 

To  do  this,  you'll  need  a  Simpson 
260  test  meter  or  its  equivalent.  First, 
set  the  test  meter  to  the  100-milliamp 
scale  and  connect  it  in  series  from  the 
+  5V-DC  connection  on  your  power 
supply  to  pin  7  on  the  connector.  Next, 


connect  a  shorting  line  to  pin  4,  and 
prepare  to  touch  the  other  end  to  the 
ground  on  the  power  supply.  When 
you  insert  wires  into  the  connector,  be 
careful  not  to  damage  the  receptacles 
by  using  excessive  force  or  a  wire  that 
is  too  large.  Touch  the  shorting  lirie  to 
the  ground.  You  should  hear  the 
macro  relay  "pull  in,"  and  your  meter 
should  read  less  than  50  milliamps. 
Next,  remove  the  test  meter  and  set 
it  to  the  10-milliamp  scale.  Connect  the 
-I-5V-DC  pin  directly  to  pin  7  and 
reconnect  the  test  meter  in  series  with 
your  shorting  line.  Now,  connect  to 
ground.  Again,  you  should  hear  the 
macro  relay  pull  in,  and  your  meter 
should  read  less  than  1.6  milliamps.  If 
these  tests  don't  produce  the  expected 
amperage  values  or  if  the  relay  doesn't 
pull  in,  something  is  wrong.  Stop  and 
check  for  shorts,  the  incorrect  wiring 
of  transistors,  etc.  Don't  use  the  CAI  on 
your  computer  until  everything  checks 
out. 

USING  THE  CAI 

When  these  bench  tests  produce  the 
proper  results,  type  in  the  driver  pro- 
gram, connect  the  CAI  to  Port  I,  set  it 
for  an  appliance,  and  you're  ready  to 
go. 

The  CAI  also  has  a  telephone  inter- 
face. Use  Figure  4  to  connect  your 
phone  to  the  CAI.  Then  type  in  the 
phone-dialer   program   (Listing    2), 


remove  the  phone  from  its  cradle,  and 
type  in  a  phone  number 

"Pulse"  phone  dialing  is  accom- 
plished by  opening  and  closing  the 
phone  circuit  quickly,  creating  a 
"pulse  series,"  and  by  holding  the 
phone  circuit  closed  for  a  short  time 
between  series. 

Phone-number  digits  are  coded  so 
that  the  number  "3"  equals  three 
pulses,  "6"  equals  six  pulses,  etc.  Zero 
("0")  is  coded  as  ten  pulses. 

This  article  deals  with  only  a  few  of 
the  ways  in  which  you  can  interface 
your  Atari  with  the  outside  world. 
Other  possibilities  include  adding  a 
four-to-sixteen-line  decoder  that 
would  provide  you  with  control  of  as 
many  as  sixteen  devices  from  one  port 
plug,  and  remote  control  of  the  appli- 
ances in  your  home  via  your  Atari. 


Jeff  McHie,  a  fifleen-year-old  high 
school  sophomore  ivho  lives  in  South 
Holland,  Illinois,  is  currently  study- 
ing mainframe  programming.  His 
other  computing  interests  range  from 
writing  machine-language  arcade 
games  to  building  a  "stand-alone" 
computer  dedicated  to  home  security 
and  energy  conservation.  Jeff  has 
been  exposed  to  computers  from  the 
first  grade  on,  and  is  a  member  of 
Computer  Squad,  a  local  Atati  users' 
group. 


1 1 0  vac 


Dual  In-Line 

Bridse  Rectifier 

(276-1161 


Note:  Numbers  in  parentheses 

are  Radio  Shack  part  numbers 


Figure  1 
5V-DC  REGULATED  POWER  SUPPLY 


Electrolytic 
Capacitor 
2200  MF 


O   +5V-DC 


O  Ground 


60 


ANTIC,  The  Atari  Resource 


See  page  108  for  Figure  2. 


'Ground 


To  CAI 
Phone  Input 


Duplex  Phone  Jack 
and  Plate 

(Pacific  Electricord  Co. 
C-0254-1/C-1V) 


Fisure  3 


Fisure  4 
CAI  PHONE  CONNECTOR 


Listing  1 


WARNING:  DO  NOT  RUN  THIS 
PROGRAM  WITH  JOYSTICK  ATTACHED 


20 
30 
TI 
40 
TE 
TA 
45 
RE 
50 

0 

U 
60 
DA 
65 

S 
70 
,8 
PC 
80 
S 

90 
10 
1  1 
12 
13 
14 
OR 

0 


REM  C 

PORTA 
ON  REG 

PACTL 
R  ,  SELE 

OR  DI 

POKE 
CTION 

POKE 
UTPUT 
SED  AN 

POKE 
TA  REG 

POKE 
ETTING 

REM  N 
)BIT  L 
RTA,  0 

REM  L 
AN  OUT 

DIM  C 
0  INPU 
0  IF  C 
0  IF  C 
0  GOTO 
0  REM 

OFF  A 
R  OFF 


A.I  0  R  I 
=54016:R 
ISTER 
=  5401  8  :  R 
CTS  WHET 
RECTION 
PACTL  ,  56 
REGISTER 
PORTA  ,  8  : 
BIT. THE 
D  WILL  R 
PACTL  ,  60 
ISTER 
PORTA,  8  : 


VER  PROGR 
EM  PORTA 

EM  PORTA 
HER  PORTA 
(INPUT/OU 
:REM  SET 

REM  SELEC 
OTHER  BIT 
EMAIN  AS 
:  REM  RESE 


AM 

DATA  OR  DIREC 

CONTROL  REGIS 
WILL  BE  A  DA 
TPUT)  REG. 
PORTA  AS  A  DI 

T  BIT  3  AS  AN 

S  WILL  NOT  BE 
INPUT  BIT 

T  PORTA  AS  A 


REM  INTIALIZE  "OFF' 


OW  IF  WE  SET  BIT 

INE  3  WILL  GO  HIG 

BIT  LINE  3  WILL  G 

INES  10-70  SELECT 

PUT  LINE 

$(3) 

T  C$ 

$="0N"  THEN  POKE 

$="OFF"  THEN  POKE 

100 
LINES  100-130  LET 
PPLIANCES  BY  EITH 
BIT  3 

Listing  2 


3     (POKE     PORTA 
H , IF    WE     POKE 
0     LOW 
PORTA, BIT3    A 


PORTA,  0 
PORTA,  8 

YOU  TURN  ON 
ER  TURNING  ON 


5  REM  PHONE  DRIVER 

9  B=1 

10  DIM  A$(  100)  : ?  CHR$(  1  25) 


15  POSITION  3,2:?  "IF  YOU  WISH  TO  DIAL 
A  TOLL  FREE         NUMBER  TYPE  (TOLL  F 

REE)  ." 

20  POSITION  3,5:?  "PLEASE  PRINT  THE  NU 

MBER  YOU  WISH  TO  CALL  IN  THIS  FORMAT 
(123-4567).":?  "[H"  :  Z  2=9  :  I  NP  UT  AS 

25  POKE  54016, 0:FOR  1  =  0  TO  200:NEXT  I: 

IF  A$( 1 , 4)="T0LL"  THEN  Z1=1:Q=1:?  CHR$ 

(  125)  :  GOTO  150 

30  POKE  752,1:P0SITI0N  10,13:?  "PLEASE 
WAIT  CALLING" 

40  POKE  5401  8,  56 

60  POKE  54016,  8 

61  FOR  0=0  TO  250:NEXT  0 
6  5  C=VAL ( A$(B, B) ) 

66  IF  C=0  THEN  C=1 0 

70  FOR  1=1  TO  C:POKE  54016, 0:FOR  T=0  T 
0  1:NEXT  T:POKE  54016, 8:F0R  T=0  TO  1:N 
EXT  T:NEXT  I 
75  IF  Z1=1  THEN  270 
80  B=B+1 : IF  B=4  THEN  B=B+1 
90  IF  B=Z2  THEN  B=1 : ?  "S  :Z1=0:POKE  75 
2, 0:GOTO  15 

95  FOR  G=0  TO  80:NEXT  G 
100  GOTO  65 

150  ?  "H" : POSITION  2,2 

200  ?  "  IF  YOU  ARE  DIALING  A  TOLL  FREE 
NUMBER  DIAL  IN  THIS  F 0 RMA T ( 1-8 0 0-1 2 3- 
4567 ) ." : ?  "m" : INPUT  A$ 

250  POKE  54016, 0:FOR  1=0  TO  200:NEXT  I 
260  Z2=15 
265  GOTO  30 

270  B=B+1:IF  B=2  OR  B=6  OR  B=1 0  THEN  B 
=  B  +  1  :  GOTO  90 
275  GOTO  90 

continued  on  pase  108 


April  1984 


61 


MEMORY 
WINDOW 

A  byte-sized  look 
at  your  Atari  memory 


by  DAVE  MENTLEY 


Hf  you've  ever  wondered  what  the 
pB  inside  of  your  computer's  memory 
im  looks  like,  this  program  may  help 
|P  satisfy  your  curiosity  by  opening 
a  window  for  you  directly  into 
memory. 

HOW  TO  USE  THE  PROGRAM 

When  you  first  RUN  the  program,  the 
screen  is  split  horizontally  into  two 
areas.  The  upper  half  of  the  screen 
contains  a  Graphics  0  text  screen 
which  holds  eight  lines  of  32 
characters  each — exactly  enough  to 
display  256  characters,  or  one  page  of 
memory.  The  bottom  half  of  the  screen 
shows  which  memory  locations  (in 
decimal  form)  are  on  display,  and  the 
number  of  the  current  page  of 
memory. 

The  initial  display  starts  at  the  loca- 
tion of  the  Graphics  0  text  screen  you 
see  when  you  turn  on  the  computer. 
As  a  result,  you'll  see  the  message 
"Current  Memory  =  "  and  the  location 
numbers  flashing  on  both  halves  of  the 
split  screen.  You  can  use  the  keyboard 
or  a  joystick  to  move  the  display 
through  memory. 


SYNOPSIS 

This  program  lets  you  view  any  por- 
tion of  your  computer's  memory  on 
the  screen.  It  runs  on  all  Atari  com- 
puters, and  requires  16K  RAM  and 
BASIC.  A  joystick  is  optional. 

Pressing  [.]  or  the  joystick  button 
resets  you  to  Page  Zero.  If  you  press  [>] 
or  push  the  joystick  forward,  the  win- 
dow moves  forward  through  memory 
one  page  at  a  time.  If  you  press  [<]  or 
pull  the  joystick  back,  you'll  move 
backwards  through  memory.  Bytes  in 
memory  are  displayed  as  their  internal 
Atari-character-set  equivalents.  Use  the 
up  arrow  or  the  down  arrow,  or  push 
the  joystick  right  or  left  to  move 
through  memory  one  byte  at  a  time. 

HOW  THE  PROGRAM  WORKS 

The  program  changes  the  address  of 
screen  memory  in  the  display  list  ac- 
cording to  input  from  the  joystick  or 
keyboard.  The  [BREAK]  key  is  dis- 
abled, so  you  must  either  press 
[RESET]  or  reboot  to  end  the  program. 


PROGRAM  TAKE-APART 

Line  70:  TRAPs  to  a  RUN  command, 
disables  [BREAK],  sets  screen 
margins. 

Line  80:  Disables  cursor,  sets  narrow 
(32-column)  playfield. 

Line  90:  POKEs  new  display  list  (DL) 
into  Page  Six  from  DATA  statements. 

Lines  100-150:  Set  up  new  DL  and  acti- 
vate it. 

Lines  160-170:  Print  current  memory 
and  page  values. 

Lines  180-220:  Accept  joystick  and 
keyboard  input. 

Line  230:  Restricts  input  range  to  ac- 
tual memory  locations. 

Lines  240-260:  Adjust  DL  to  display 
new  memory  range  and  to  branch 
back  to  display  and  input  routine. 

Dave  Mentley  is  a  consultant  in  the 
area  of  flat  panel  displays.  He  uses  the 
Atari  800  for  report  writing  and  data 
base  maintenance.  Dave  is  a  former 
president  of  ABACUS,  an  Atari  Users' 
Group  in  San  Francisco. 


o 


continued  on  page  64    — 


62 


ANTIC,  The  Atari  Resource 


10 

15 
20 
25 
30 
35 
50 
70 


REM 
REM 
REM 
REM 
REM 
REM 
REM 
GRA 
53774 
80  POK 
90  FOR 
NEXT  A 
100  DL 


***************************** 


MEMORY  WINDOW 
BY  DAVE  MENTLEY 
BASED  ON  PROGRAM  BY 
MIKE  MOREY 

ANTIC  MAGAZINE 


*  *  * 

*  *  * 

*  *  * 

*  *  * 

*  *  * 


SC 
PO 
PO 
ME 
PO 

7 


1  10 

120 
130 
140 
150 
160 
0  r  y  =  "  : 
170  ? 
180  IF 
MEM-0 
190  IF 
N  MEM  = 
200  IF 
N  MEM  = 
210  IF 


PHICS  0:TRAP  270:POKE  16,B4:P0KE 
,64  :  POKE  82,0: POKE  83 ,30 
E  752,1:  POKE  559  ,  33 
A-1536  TO  1  563  :  READ  B  :  POKE  A, B : 

ST5  =  1540: DLST6=1  541 

RL0  =  PEEK(88)  : S C R H I  =  P E E K ( 8 9  ) 

KE  DLST5,SCRL0: POKE  DLST6,SCRHI 

KE  1552,SCRL0 : POKE  1553,SCRHI 

M=SCRHI»256+SCRL0 

KE  560,0: POKE  561,6 

CHR$(125):?  "         current  mem 

?  MEM;"  TO  " ;MEM+256 

PAGE=  ■■  ;  INT(MEM/256) 

STRIG(0)=0  OR  PEEK(764)=34  THEN 
:  POKE  764 , 0 

STICK(0)=14  OR  PEEK(764)=55  THE 
MEM+256:P0KE  764,0 

STICK(0)=13  OR  PEEK(764)=54  THE 
MEM-256:P0KE  764,0 

STICK(0)=7  OR  PEEK(764)=14  THEN 


MEM  =  MEM+1  :  POKE  764, 0 
220  IF  STICK(0)=11  OR  PEEK(764)=15  THE 
N  MEM=MEM-1 : POKE  764, 0 

230  IF  MEM<0  OR  MEM>65280  THEN  MEM=652 
80 

240  MEMHI=INT(MEM/256):MEML0=MEH-256*M 
EMHI 

250  POKE  DLST5  ,MEMLO : POKE  DLSTB.MEMHI 
260  GOTO  160 
270  RUN 

280  DATA  112,112,112,66,0,0,2,2,2,2,2, 
2  ,  2  ,  0  ,  0  ,  7  1  ,  0  ,  0  ,  0  ,  2  ,  7  ,  7  ,  7  ,  2  ,  6  ,  6  5  ,  0  ,  6  __ 


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64 


ANTIC,  The  Atari  Resource 


CP/M  ON  THE  ATARI! 


HOW?  WITH  THE  INCREDIBLE 


ATB 


:^i  1 1 


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puter, the  ATR8000  also  enhances  the  ATARI'S  operation.  The  ATR8000  has 
ports  for  running  a  serial  or  parallel  printer  for  ATARI  DOS,  complete  with  a 
built-in  48k  buffer.  And,  the  ATR8000  enables  the  use  of  standard  5V4"  and  8" 
drives  for  ATARI  DOS! 


The  ATR8000-ATARI  system  runs  these  DOSes: 


ATARI  DOSti 

G 

0 


This  is  the  operating 
system  of  ATARI  com- 
puters. The  ATR8000 
runs  this  DOS  from  any 

standard  disk  drive  or  from  an  ATARI 

810  disk  drive. 


MYDOS 

0 


This  multi-density  DOS 
is  an  ATARI  compatible 
DOS.  Insingledensity, it 
runs  on  an  ATARI  810  or 
a  standard  drive.  In  double  density, 
MYDOS  runs  on  standard  drives, 
single  and  double-sided,  5'/i"  and  8"! 


This  popular  operating 
system  comes  with  the 
ATR8000.  It  is  a  double 
density  DOS  that  runs 
on  standard  drives.  The  ATR8000 
reads  CP/M  disks  from  many  other 
microcomputers,  too! 


What  do  the  ports  of  the  ATR8000  do? 


PERIPHERAL   OUT 


COMPUTER  IN 


RS-232 


FLOPPY  DISK 


][ 


][ 


<B> 


Runs  a  serial  print- 
er or  a  modem  in 
ATARI  DOS  and  CP/M 
operation.  Includes 
an  automatic  48k 
printer  buffer  in 
ATARI  operation. 
Software  includes 
modem  programs. 


Runs  both  BVa" 
and  8"  standard  disk 
drives.  Runs  up  to 
four  drives  that  are 
any  mixture  of  size, 
density  (single,  dou- 
ble or  quad) and  type 
(single-sided  or  dou- 
ble-sided). 


This  standard  par- 
allel port  runs  a  paral- 
lel printer  in  ATARI 
and  CP/M  operation. 
Includes  an  automa- 
tic 48k  printer  buffer 
in  ATARI  operation. 


Interfaces  ATARI 
peripherals  to  the 
ATR8000  for  use  in 
ATARI  operation.  Per- 
ipherals, like  an 
ATARI  810  drive,  are 
connected  with  an 
ATARI  Daisy  Chain 
Cable. 


The  ATARI  home 
computer  is  con- 
nected to  the  ATR- 
8000  here.  For  CP/M 
operation,  it  is  also 
possible  to  connect 
an  RS-232  terminal 
here. 


Trademarks:  ATARI,  ATARI  DOS.  ATARI  810,  ATARI,  INC.  ATR800D,  SWP.  Inc.  CP/M,  Digital  Research,  Inc,  Z80,  Zilog. 


The  ATR8000  is  a  product  of: 


MICRDCDIMPUTER  PRDDIJCIS 


For  further  information  contact  your  local 
dealer  or  SWP  at:  

2500  E.  Randol  Mill  Road  "^ 

Suite  125 

Arlington,  TX  76011 
817-861-0421  or 
metro  469-1181 


iiiiiiiiiiiiiiiiiiiiiiiiiiniiiiij 

i 


64k  ATR8000  w/  CP/M  $499.95 


MMG'S  Great  New  Programs  Are  The  Source 
of  Power  For  Your  Atari  System* 


PYRAMID  RUN         SHAPE  CHASE 


Pyramid  Run  is  a  race  against  time  and 
the  Demon  Protectors  of  the  tomb  of 

Egyptian  Pharaoh  Cheoteml<ahmen  set 

upon  a  scrolling  view  of  the  tunnels  of 

the  Great  Pyramid.  Begin  at  any  of  five 
levels  of  difficulty.  Full  color  graphics  and 

sound  effects  highlight  this  game,  with 
dozens  of  the  most  hideous  monsters  in 

computer  gaming.  In  addition.  Pyramid 
Run  is  two  games  in  one:  as  you  complete 
each  pyramid,  you  play  an  interlude  board 

to  win  additional  lives  for  the  next  run. 

Pyramid  Run  requires  48K  of  RAM,  one 

disk  drive  and  one  joystick.  The  suggested 

retail  value  is  $29.95. 


Shape  Chase  is  an  educational  program 
that  introduces  pre-school  children  to 
shapes,  numbers,  and  the  alphabet  in 
three  fun-to-play  learning  games.  Your 
children  learn  about  Letters,  Numbers. 
Shapes.  Colors.  Pattern  Matching,  and 
Memory  Retention.  The  programs 
automatically  advance  the  child  at  his  own 
learning  pace.  The  disk  holds  the  child's 
attention  by  varying  the  game  scenario 
and  zeroing  in  on  those  areas  that  need 
reinforcement. 

Shape  Chase  is  available  on  disk  only, 
requires  48K  of  RAM  and  one  joystick. 
The  suggested  retail  value  is  $34,95, 


POWERFUL  UTILITIES 


A  POWERFUL 
NEW  PROGRAM 
FOR  DENTISTS! 

FILL-N-BILL 


FILL-N-BILL  is  a  complete  package  for  automation  of  the 
billing  and  bookkeeping  functions  of  the  small  dental  office. 
The  program  allows  the  entry  of  up  to  255  standard 
American  Dental  Association  codes  for  procedures,  with 
descriptions  and  fees.  Billings  are  produced  by  entering  the 
appropriate  code,  and  the  program  enters  the  description  and 
fee  on  the  bill.  Non-standard  codes  may  be  entered  into  the 
code  dictionary  and  used  like  standard  codes. 
FILL-N-BILL  will  store  up  to  400  patients  per  disk.  Each  disk 
will  store  up  to  960  patients'  visits,  with  four  procedures  per 
visit. 

The  program  keeps  track  of  families,  and  ensures  that  all  bills 
for  a  household  are  sent  to  the  appropriate  family  member. 
The  program  also  keeps  track  of  the  total  number  of 
procedures  for  each  code  by  provider,  so  that  detailed 
information  on  the  practice  for  up  to  16  providers  in  an  office 
may  be  obtained. 

Insurance  forms  are  printed  using  the  standard  ADA-approved 
format  acceptable  by  all  major  insurance  companies.  Monthly 
statements  can  be  printed  in  addition  to  those  provided  at 
the  time  of  treatment.  Periodic  purging  to  a  historical  data 
disk  allows  permanent  storage. 

FILL-N-BILL  requires  48K.  any  parallel  printer,  and  at  least  two 
disk  drives.  The  suggested  retail  price  is  $999.95.  Specific 
customized  versions  are  available  at  extra  cost  from  MMG. 


BASIC  COMMANDER 

MMG  BASIC  Commander  has  capabilities  found 
only  on  much  larger  computers.  Single  keystrokes 
enable  you  to  LIST,  SAVE.  ENTER,  LOAD  or  RUN 
files  from  your  disk,  and  access  DOS  functions. 
RENAME.  DELETE,  LOCK,  UNLOCK  even  FORMAT 
disks  from  BASIC!  There  are  three  programmable 
keys  for  your  favorite  commands  plus  AUTOMATIC 
LINE  NUMBERING,  BLOCK  DELETE,  and 
RENUMBERING. 

MMG  BASIC  Commander  requires  16K  of  RAM  and 
one  disk  drive.  The  suggested  retail  value  is 
$34,95. 

BASIC  DEBUGGER 

MMG  BASIC  Debugger,  companion  to  MMG  BASIC 
Commander,  is  an  all  machine  language  program 
co-resident  with  your  BASIC  program.  The 
Debugger  dramatically  simplifies  debugging  your 
BASIC  program.  A  partial  list  of  its  features: 
TRACE  -  single  step  through  your  BASIC  program: 
FULL  SCREEN  EDITING;  SPLIT  SCREEN  MODE     see 
2  parts  of  your  program  at  once;  CROSS 
REFERENCE;  SEARCH  CAPABILITY. 
MMG  BASIC  Debugger  requires  24K  of  RAM  and 
one  disk  drive.  The  suggested  retail  value  is 
$34.95. 

GRAPHIC  TITLER 

MMG  Graphic  Titler  is  used  to  create  a  wide 
variety  of  screen  displays  and  sounds.  These 
displays  incorporate  various  sizes  of  text  and 
multicolored  high  resolution  graphics.  You  can 
save  or  change  the  screens  and  incorporate 
them  into  display  sequences.  The  REPLICATE 
command  will  replicate  a  figure  many  times. 
Detailed  step-by-step  instructions  and  many 
ready-to-run  examples  are  included  on  the  diskette 
MMG  Graphic  Titler  requires  48K  of  RAM  and  one 
disk  drive.  The  suggested  retail  value  is  S39.95, 


MMG  software  products  are  available  at  your  local 
dealer  or  direct  from  MMG  Micro  Software.  Just 
send  check  or  money  order  to: 

P.O.  Box  131  Marlboro,  NJ  07746 

Or  for  MasterCard,  Visa,  and  C.O.D, deliveries 
call:  (201)431-3472 

Please  add  $3.00  for  postage  and  handling  for  all 
direct  orders.  New  Jersey  residents  add  6%  sales 
tax. 


MMG 


micro  software 


ATARI  is  a  registered  trademark  of  ATARI.  Inc. 


UHLE  BROTHER 
GROWS  UP 

An  audio/visual  output  mod  for  the  400 


by  DICK  SLAVENS  and  JIM  LEE 


If  you've  installed  48K  and  a  good 
keyboard  in  your  Atari  400, 
you  know  that  it's  as  capable 
a  computer  as  its  big  brother,  the 
800 — with  one  exception.  The  400 
does  not  provide  a  DIN  jack  for  audio 
and  video  output. 

If  you  attach  a  high-quality  color 
monitor  to  your  400,  this  will  improve 
its  graphics  so  much  that  you'll  practi- 
cally be  able  to  "see  the  whites  of  your 
enemy's  eyes."  Similarly,  if  you  connect  the  400's  audio 
output  to  a  stereo,  you'll  be  able  to  hear  the  "crash  of 
thunder"  as  you  destroy  him.  This  article  explains  how 
to  accomplish  both  of  these  goals  for  S20  and  a  few  hoin\s 
of  work  with  a  soldering  gun. 

BUILDING  A  CIRCUIT  BOARD 

Our  goal  is  to  build  a  circuit  board,  and  then  connect  it 
to  a  400's  motherboard.  (To  undertake  this  project,  you 
should  be  fairly  adept  at  soldering.  If  you've  assembled 
a  Heathkit,  you'll  probably  have  no  trouble.) 

Most  of  the  component  values  are  not  critical,  so  feel 
free  to  experiment  if  your  component  doesn't  have  the 
exact  value  noted  here.  All  components  should  be  available 
from  a  local  electronics  store.  The  new  output  jack  we're 
creating  will  provide  the  following  features:  composite 
luminance,  composite  video,  composite  chroma  and  audio 
output. 

Figure  1  shows  a  suggested  layout  for  the  circuit  board. 
The  small  size  of  the  board  and  the  vertical  mounting  of 
resistors  are  necessary  because  of  the  limited  amount  of 
space  within  the  400  case.  "We  recommend  using  a  glass- 
epoxy  "perf"  board  with  point-to-point  wiring.  This  cir- 
cuit board  comes  with  holes  already  drilled;  buy  the  t)'pe 
with  0.10-inch  hole  spacing.  Try  parts  out  for  size  and  fit 
before  you  cut  the  board. 


SYNOPSIS 


this  article  explains  how  to  adapt  an 
Atari  400  for  audio  and  I'ideo  output. 
The  project  involves  wiring  and 
building  a  circuit  board,  so  you 
should  be  fairly  experienced  ivith  elec- 
tronics before  undertaking  it. 


The  layout  of  parts  is  not  critical,  but 
you  should  try  to  keep  leads  as  direct 
as  possible.  Use  24-gauge,  solid  wire 
for  on-board  connections.  "Flea  clips" 
can  be  used  to  mount  components. 
These  small,  U-shaped  metal  clips  are 
pointed  at  one  end,  which  can  be  in- 
serted into  the  perf  board.  Integrated- 
circuit  (IC)  chips  should  be  mounted 
in  sockets. 


AUDIO  OUTPUT 

Ul  (Figure  2)  is  a  CMOS  hex  buffer  (high-impedance  input 
and  low-impedance  output),  which  is  followed  by  a  resis- 
tive-combiner network.  Ql  and  Q2  are  emitter-follower 
amplifiers;  they  provide  current  gain  for  the  low-impe- 
dance video  outputs.  U2  is  an  audio-power-amplifier  IC. 
Its  audio  output  (approximately  1/8  watt)  will  drive  a  good- 
sized  speaker.  An  outboard  potentiometer  can  be  added 
to  control  volume  (250  ohms).  Output  can  also  be  used 
with  the  auxiliary  input  of  a  stereo  system. 

Ul  (CD4050)  is  sensitive  to  static  charges.  For  example, 
if  you  place  the  circuit  board  on  a  sheet  of  aluminum  foil 
and  touch  the  IC's  conductive  foam  or  plastic  packaging 
to  the  foil,  one  zap  of  static  discharge  will  destroy  the  chip. 

RG-174  coaxial  wire  can  be  used  for  the  video  outputs; 
use  stranded  24-gauge  wire  for  all  other  lines.  No  heat  sink 
is  required  for  the  audio  amp  IC  (U2). 

INSTALLING  THE  BOARD 

When  you're  ready  to  install  the  board,  you'll  need  to  dis- 
assemble your  400.  First,  disconnect  all  cables  and  remove 
any  cartridges.  Then  turn  it  over  and  remove  the  screws 
that  hold  the  upper  and  lower  halves  together.  Once  this 
is  done,  detach  the  keyboard  and  remove  the  large  metal 
"shielding"  casting.  This  will  expose  the  section  of  the 

continued  on  next  page 


April  1984 


67 


main  board  to  which  your  modified  board  will  be  added. 
(Take  careful  note  of  where  and  how  the  pieces  come 
apart.) 

You'll  have  to  cut  a  slot  in  the  rear  of  the  metal  housing 
(in  the  lower  left-hand  corner,  as  viewed  from  the  rear  of 
the  400)  to  create  an  exit  for  video  and  audio  cables.  We 
drilled  a  3/8-inch  hole  and  then  made  two  cuts  with  a  hack- 
saw to  form  a  slot.  Be  sure  to  keep  metal  filings  away  from 
the  circuit  boards,  clean  the  housing  very  carefully,  and 
round  off  the  corners  of  the  slot  with  a  file  to  protect  the 
cable's  insulation.  In  addition,  cut  the  three  vertical  ribs 
in  the  plastic  case  (next  to  the  T'V-channel  select  switch) 
to  provide  an  exit  for  the  female  DIN  jack. 

INTERFACE  CONNECTIONS 

Figure  3  shows  the  locations  of  the  interface  connections 
on  the  motherboard.  Care  should  be  taken  to  avoid  heat 
damage  to  the  board.  (Tip  temperature  should  be  700-800 
degrees  F.  Solder  only  at  the  "pads"/component  connec- 
tion points  indicated.)  Be  sure  to  adhere  strictly  to  the  indi- 
cated locations,  components,  and  sides  for  connections. 
Do  not  change  or  reverse  any  of  these  connections,  espe- 
cially C  183  (the  5V-DC/ground  connection)! 

No  further  adjustments  are  necessary,  and  this  new  board 
will  not  affect  the  RF  output  to  your  regular  TV.  Simply 
use  the  composite-luminance  output  and  ground  for  a 
monochrome  monitor  and  the  composite  video  and 


Your  next  issue  of  ANTIC 
will  be  dated 


There  will  be  no  cover  date 

for  MAY,  1984,  but 

WE  ARE  NOT  SKIPPING  AN  ISSUE! 

We  are  just  advancing  the  cover 

date  to  facilitate  distribution. 

|The  June  issue  will  be  Vol.  3,  No.  2, 

There  will  be  12  issues  in  the 

volume. 

Subscriptions  will  be  adjusted 

automatically. 

Expect  your  June  issue  in  mid-May. 


ground  for  a  color  monitor  Sound  is  supplied  by  the  audio 
output  and  ground. 

ADDITIONAL  PRECAUTIONS 

To  keep  the  board  from  shorting  out,  wrap  it  in  black-cloth 
electrical  tape,  rather  than  plastic  tape.  Make  up  a  female 
DIN  plug  connection  (plug  side),  and  then  make  connec- 
tions to  your  new  board.  This  will  keep  things  neat.  Also, 
provide  a  "strain  relief"  that  will  keep  you  from  pulling 
the  wiring  loose  when  you  disconnect  the  monitor  cable. 
We  suggest  that  you  use  a  good-sized  wire  tie  around  the 
lines  that  go  out  to  the  female  DIN  plug,  just  inside  the 
metal  shielding  case.  This  will  provide  relief  when  the 
external  monitor  cable  is  detached;  the  female  DIN  plug 
(keep  it  short!)  will  take  care  of  insertions. 

While  we're  discussing  "strain  reliefs,"  note  that  in  Figure 
1  the  lines  leaving  the  board  are  on  the  top-outside  row 
of  holes.  This  result  is  accomplished  by  enlarging  these 
holes  slightly  to  allow  insulated  wire  to  pass  through  to 
the  bottom  of  the  board.  This  keeps  the  connections  from 
being  pulled  loose. 

Also,  note  (see  Figure  1)  that  we've  "notched"  one  cor- 
ner of  the  board  to  help  trace  the  circuitry.  Where  wires 
join,  a  black  dot  is  shown.  A  "jump-over"  is  indicated 
where  wires  cross  without  joining;  a  hole  is  shown  where 
a  wire  passes  through  the  board.  If  you  encounter  any 
trouble  in  completing  this  modification,  trace  your  circuits 
using  the  schematics  shown  in  Figures  2  and  3.  They're 
the  "source"  for  the  board  shown  in  Figure  1. 

COMPONENTS 

Resistors:  1  @  Ik,  3  @  2.2k,  1  @  4.7k,  1  @  9.1k,  1  @  18k, 
3  @  20k,  1  @  36k,  1  @  40k,  1  @  75k,  1  @  120k,  I  @ 
220k  and  I  @  330k  (all  l/4w  —  5%) 

Capacitors:  1  @  lOOmf,  1  @  lOOpf  and  3  @  O.lmf  (5-16 
VDC) 

Transistors:  2  @  2N2222 

Diodes;  1  @  1N4148 

Chips:  1  @  CD4050  hex  buffer  and  1  @  LM386  audio  amp 

Miscellaneous:  Glass-epoxy  perforated  board  (4"x6"), 
RG-174  coax  cable  (3  ft.),  1  @  8-pin  wire  wrap  IC  socket, 
1  @  l6-pin  wire  wrap  IC  socket  and  1  @  female  DIN 
plug  with  boot. 

See  pages  105-107  for  Figure  1,  Figure  2  and  Figure  3. 

Ji7n  Lee  and  Dick  Slavens  are  residents  of  Napa,  Califor- 
nia, fim  is  a  design  supervisor  for  the  Bechtel  Group,  Inc., 
of  San  Francisco.  Trained  as  an  architect,  he  designs 
refineries,  chemical  plants  and  nuclear  fuel  processing 
facilities.  Dick  does  telecommunications  work  for  Pacific 
Gas  &  Electric,  also  in  San  Francisco.  He  originally 
bought  his  400  as  a  game  machine.  Feeling  constricted 
by  its  limitations,  however,  he  worked  to  improve  his 
machine.  This  article  is  a  direct  result  of  those  efforts 


68 


ANTIC,  The  Atari  Resource 


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This  short  graphics  program 
draws  various  patterns  on  the 
screen.  These  patterns  are  gen- 
erated by  tracing  a  moving  point 
with  straight  line  segments. 

The  motion  of  the  point  is  deter- 
mined by  three  numbers  provided  by 
the  user.  These  numbers  are  the  rota- 
tion angle   (R),   horizontal-variation   factor   (VX),   and 
vertical-variation  factor  (VY).  R  is  a  whole  number  between 
zero  and  359.  (The  program  does  not  check  for  invalid  in- 
put numbers.) 

R  determines  how  many  lines  appear  in  the  drawn  pat- 
tern. VX  (any  whole  number)  creates  horizontal  variations; 
VY  causes  vertical  variations. 

EXAMPLES 

If  the  numbers  10,  0  and  0  are  entered  for  R,  VX  and  VY 
respectively,  the  resulting  drawing  will  be  a  circle  with  36 
straight-line  segments.  The  combination  of  60,  0  and  0 


This  program  runs  on  all  Atari 
computers,  regardless  of  memory 
configuration. 

1: 


creates  a  hexagon;  144,  0  and  0  result 
in  a  five-point  star,  and  so  on. 

The  maximum  number  of  line 
segments  possible  in  a  pattern  is  360. 
This  can  be  produced  by  entering  any 
prime  number  for  R.  When  the  value 
for  either  VX  or  VY  is  not  zero,  the  pat- 
tern's shape  will  not  be  a  circle.  In- 
stead, WHEEL  will  draw  .  .  .  who  knows  what?  Try  your 
favorite  numbers  and  see  what  happens. 

By  the  way,  WHEEL  can  be  easily  modified  by  using  Atari 
Graphics  Modes  9,  10  or  11 — instead  of  Graphics  Mode  8 — 
to  achieve  interesting  color  effects. 
Jungbo  Yang  received  a  B.S.  degree  in  computer  science 
in  1978.  He  is  currently  employed  by  CitiCorp  in  Santa 
Monica,  California,  where  he  develops  software  on  VAX/ 
UNIX  and  other  mini/micro  systems.  Jungbo  recently 
purchased  an  Atari  800  and  is  now  writing  enhanced 
pattern-generating  programs  in  Forth. 

continued  on  next  pase 


April  1984 


69 


R=2 

VX  =  300 

vy=500 


R=7 
VX=100 

vy=200 


R=1 
VX  =  200 

vy=200 


9B    REM   WHEEL 

92  REM  RY  JUNGRO  YANG 

94  REM  ANTIC  MAGAZINE 

100  DIM  ANS$(1  ) 

200  GRAPHICS  8:?  "COLOR 

COL 
300  SETCOLOR  2  ,  COL  ,  0  :  S ETCOL OR  4,C0L  +  1 
4:SETG0L0R  1, COL, 12 
400  COLOR  1 :CX«180:CYa80:DEG 
500  PLOT  CX,CY+70: INC»0 
600  7  'R.VX.VY" : rINPOT  ROT.VX.VY 
800  INC=INC+ROT 

850  IF  VX«»  THEN  NX-I NT ( S I N ( I NC ) *  7 0 ) : G 
OTO  1000 

900  NX»INT(SIN(INC)*A8S(SIN(INC*VX))*: 
9) 

1000  HY»«INT(C0S(INC)*A8S(C0S(INC*VY))~ 
78) 

1100  DRAWTO  NX+CX,NY+CY 
1200  IF  NX<>0  OR  NY<>70  THEN  800 
1300  ?  -MORE?  [Y/N]  -';:INPUT  ANS$ 
1400  IF  ANS$s-Y-  THEN  GOTO  200 
1500  GRAPHICS  0 


R  =  2 
VX=300 
Vy=500 


^mz- 


-v^i 


-S:i:. 


R  =  5 
VX  =  200 
Vy  =  200 


:^^- 


:-^ 


.::--*■.- 


■Jill- 


R  =  7 
VX=100 

vy=200 


R  =  1 
VX  =  200 

vy=200 


70 


ANTIC,  The  Atari  Resource 


An  Important  Bulletin 
for  Home  Computer  users 

This  is  the  only  programming  system  you'll  ever  need 
for  your  home  computer. 


If  you  own  a  small  home  computer,  the 
story  we're  about  to  tell  you  could  be  of 
great  help.  It's  about  a  revolutionary  new 
software  programming  system  that  will  let 
you  and  your  entire  family  take  full  advan- 
tage of  that  machine  you  bought.  But  first 
things  first,  so  here's  a  list  of  the  home 
computers  this  product  was  specifically  de- 
signed for:  Atari  400,  600,  800,  XL  Series; 
Commodore  Pet,  VIC  20  and  64;  IBM  PCjr; 
TRS-80  color  computer;  TI-99/4A  and  the 
Timex  Sinclair  1000,  2048  and  2068.  If  you 
own  one  of  these  computers,  it  would  be 
well  worth  your  time  to  read  further. 

THE  PROBLEM  WITH 
HOME  COMPUTERS 

As  you  probably  know,  the  problem  with 
these  small  computers  is  how  to  get  good 
software  into  them.  Keyboard  entry  is  too 
time  consuming.  Diskettes  do  the  job  well, 
but  the  loaders  are  expensive  and  so  are 
the  diskettes.  Cassette  loading  is  less 
expensive,  but  the  cassettes  themselves 
still  aren't  cheap  and  sometimes  a  program 
has  to  be  read  again  and  again  before  it 
actually  is  entered.  Furthermore,  few  of  these 
software  manufacturers  guarantee  their 
product  to  run  at  all. 

So  unfortunately,  a  lot  of  these  potentially 
useful  computers  are  relegated  to  just 
game-playing  or,  even  worse,  they  find  their 
way  onto  a  closet  shelf  somewhere  behind 
the  bowling  ball  or  last  year's  magazines. 

THE  SOLUTION  IS  DATABAR  SOFTWARE 

Now,  thanks  to  the  engineers  at  Databar  ^ 
Corporation,  you  can  bring  your  computer 
back  to  life.  They  have  developed  OSCAR 
—  which  stands  for  an  Optical  Scanning 
Reader.  What  it  does  is  read  a  bar  code 
program  in  much  the  same  manner  as  your 
local  supermarket  reads  the  bar  code  infor- 
mation on  your  grocery  products.  OSCAR 
plugs  directly  into  your  computer,  and  can 
read  even  complex  programs  extremely  fast. 
In  fact,  in  a  recent  time  test  it  took  a  grad- 
uate computer  programmer  1  hour,  9  minutes 
and  43  seconds  to  successfully  type-in  a 
program.  To  enter  that  same  program,  it 
took  an  eight-year-old  child  with  no  com- 
puter experience  only  eight  minutes  and 
17  seconds. 

With  OSCAR,  programming  is  also  inexpen- 
sive. The  bar  code  programs  read  by  OSCAR 
are  printed  on  paper,  making  the  programs 
inherently  a  lot  less  costly  to  produce  than 
cassette  tapes  or  diskettes.  And  because 
the  programs  cost  less  to  produce,  they 
can  be  sold  to  you  for  significantly  less. 


But,  just  because  they  cost  less  doesn't 
mean  they  aren't  of  the  highest  quality.  In 
fact,  they  are  so  good  and  reliable,  we  are 
almost  alone  among  software  manufac- 
turers to  guarantee  our  product  to  run  as 
advertised. 

Databar  Corporation  has  already  developed 
an  extensive  library  of  programs  ranging  in 
subject  matter  from  non-violent  games  to 
science,  health,  home  management,  writing 
skills  and  more.  These  programs  are  readily 
available  at  your  local  computer  store  and 
they  retail  for  under  $10. 


THE  DATABAR  CLUB 

But  amazingly,  you  can  get  great  software 
programs  for  an  unbelievable  $1 .25  each- 
it  you  choose  to  join  the  Databar  Club.  Every 
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least  eight  great  programs.  In  addition,  this 


family  oriented  magazine  also  features 
articles  on  related  subjects  and  computer 
use  in  general.  The  subjects  covered  by  the 
software  include;  games,  home  manage- 
ment, classroom  learning,  health,  law, 
science,  writing  skills,  and  computer  pro- 
gramming. What's  more,  Databar  Club 
members  get  a  three-ring  binder  for  their 
software  programs  as  well  as  eligibility  for 
exciting  contests. 

But  whether  you  join  the  Databar  Club  or 
purchase  individual  program  packages  from 
your  favorite  retailer— OSCAR  can  dramati- 
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face  it:  in  the  not  so  distant  future  much  of 
an  individual's  competence  will  be  tied 
up  in  how  well  he  or  she  interfaces  with 
a  computer. 

This  trial  offer  includes  OSCAR  plus  the 
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a  full  refund. 

To  order,  credit  card  holders  call  toll  free 
and  ask  for  OSCAR,  or  send  a  check  plus 
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unit  ordered. 

OSCAR  with  the  premier  issue  of  Databar 
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the  premier  edition  of  Databar  magazine 
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Exp.  Date  _ 


Name  _ 


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Zip- 


Phone  . 


My  Computer  Model  is  _ 


NiHiaoara- 


Ditibir  Corforation,  10212  Crosstown  Circle  •  Eden  Prairie,  MN  55344  •  Plione  Orders:  MN  (E12)  944-5700 
Out-of-state:  1  (800)  672-2778 


ELECTRONIC 
l*^  BIRTHDAY  CARD 


Celebrate  Antic's 
second  birthday 


by  JOHN  SLABY 


his  program  was  written  for 
I  my  son's  first  birthday.  Its  pro- 
gramming techniques  include 
'  an  ahered  display  list  and  use  of 
the  real-time  clock  for  timing  music 
routines. 

Type  in  the  program  and  SAVE  a 
backup  copy.  When  you  RUN  it,  you'll 
first  be  asked  for  "OLD  OR  NEW 
(O/N)?".  If  you  type  [O],  the  data  in  line 
730  will  be  used. 

If  you  type  [N],  you're  prompted  for 
the  recipient's  name,  age,  sex,  and 
birth  date.  Then  the  program  waits  for 
you  to  press  a  key  before  doing  its 
thing. 

If  you  have  a  410  or  1010  program 
recorder,  you  can  add  a  prerecorded 
message  to  the  program.  This  will  play 
while  a  gift  wrapped  package  is 
displayed  on  the  screen.  The  message 
can  be  up  to  18  minutes  long.  Respond 
with  [N]  to  the  Old/New  prompt  and 


SYNOPSIS 


1 


This  computerized  birthday  card 
runs  on  any  Atari  system  with  BASIC 
and  at  least  16K  RAM.  If  you  have  a 
410  or  Win  program  recorder,  you 
can  add  a  recorded  message  to  the 
card. 


enter  the  necessary  data.  If  you're 
using  cassette  only,  record  the  message 
immediately  after  the  program  on  the 
tape.  If  you're  running  the  program 
from  disk,  record  the  message  at  the 
beginning  of  the  tape.  Time  the  record- 
ing in  seconds  and  enter  this  amount 
at  the  prompt.  Make  sure  the  PLAY  but- 
ton on  the  recorder  is  depressed  when 
you  RUN  the  program. 

If  you  have  a  friend  who  has  an  Atari 
and  a  program  recorder,  you  can  send 
him  a  Happy-Birthday-card  tape  with 
a  prerecorded  message.  Record  the 
message  immediately  after  the  pro- 
gram on  the  tape,  and  ask  your  friend 
to  make  sure  that  the  recorder  PLAY 
button  is  depressed  while  the  program 
is  running. 

Divide  the  message  time  (in 
seconds)  by  four,  and  replace  the  0  at 
the  end  of  line  5  (TIME  =  0)  with  this 
quantity  Change  GOSUB  700  in  line 


72 


ANTIC,  The  Atari  Resource 


10  to  GOSUB  730.  Replace  the  strings  (in  quotes)  and  the 
number  for  AGE  in  line  730  with  the  appropriate  informa- 
tion. The  proper  sequence  is:  CSAVE  the  program,  record 
the  message,  make  the  program  changes,  rewind  the  tape 
fully,  and  then  CSAVE  the  program  again. 
Once  the  program  has  run,  it  can  be  rerun  by  pressing 


any  key.  If  a  prerecorded  message  is  used,  the  tape  should 
be  rewound  first. 

John  Slab}'  is  a  chemical  engineer  by  profession.  He  bought 
his  Atari  400  in  1981,  programs  in  Atari  BASIC  and 
machine  language,  and  especially  enjoys  games  and 
graphics.  Several  of  his  programs  have  been  published. 


1  REM  BIRTHDAY  CARD 

2  REM  RY  JOHN  SLARY 

3  REM  ANTIC  MAGAZINE 

5  DIM  NAME$(2B)  , PRF$(2)  , SEX$(4)  , ST$( 20 

) ,DATE$(20) :TIME=0 

10  GOSUB  700:PGKE  764,255:?  ■&:?  "PRE 

SS  ANY  KEY  TO  R U N .  • 

15  IF  PEEK( 764 )=255  THEN  15 

20  GOSUB  7000:POKE  7 64 , 2 5 5 : 0 UT=0 : G 0 S U B 

5000:SETCOLOR  0,0,14:GOSUB  2000 
25  GOSUB  1  000: SETCOLOR  0 , 0 ,  1 4 : S E T C 0 L 0 R 

1,3,6:  GOSUB  6000 
30  REM  DRAW  CAKE 

35  POKE  765,1:C0L0R  1:PL0T  112,78:DRAW 
TO  112,  40:DRAWTO  50,40 
40  POSITION  50,78:XIO  1 8 , #6 , 0 , 0 , • S : ' 
50  REM  DRAW  ICING 

60  COLOR  2:F0R  S=40  TO  45  STEP  5:PL0T 
50,S:DRAWTO  112,S:NEXT  S:PLOT  50,60:DR 
AWTO  112,60:PLOT  50,61:DRAWTO  112,61 
70  FOR  X=5  0  TO  110  STEP  10:PLOT  X,42:P 
LOT  X+2,42:PL0T  X+1,43:PL0T  X,44:PL0T 
X+2,44: NEXT  X 
80  REM  DRAW  CANDLES 
82  GE=AGE:IF  AGE>30  THEN  G E=3 0 
85  PLACE=62/ (GE+1 ) : P=1 1 2-PLACE 
90  FOR  1=1  TO  GE:COLOR  3:PL0T  P,30:DRA 
WTO  P,40:COLOR  1:PL0T  P,26:DRAWT0  P,28 
: P=P-PLACE : NEXT  I 

99  GOTO  200 

100  XIO  18, #6, 0, 0,"S:"  :RETURN 
1  10  TRAP  40000:GOTO  755 

1  20  TRAP  40000:GOTO  925 

200  REM  PLAY  SONG 

205  RESTORE  300 

210  FOR  X=1  TO  50:READ  V 1  ,  V 2  ,  V 3 , B E AT 

220  POKE  20,  0 

230  SOUND  1  ,  VI  ,  1 0, 8: SOUND  2,V2,10,7:SO 

UNO  3,  V3  ,  1  0,  7 

240  IF  PEEK( 20)<BEAT  THEN  240 

250  NEXT  X 

300  DATA  81,96,121,15,0,96,121,3,81,96 

,121,15 

310  DATA  0,0,0,3,72,91,121,30,0,0,0,3 

320  DATA  81,96,121,30,0,0,0,3,60,72,91 

3  0 
330  DATA  0,0,0,1,64,81,108,60,0,0,0,3 
340  DATA  81,96,121,15,0,96,121,3,81,96 
,121,15 

350  DATA  0,0,0,3,72,91,121,30,0,0,0,3 
360  DATA  81,96,121,30,0,0,0,3,53,64,81 
,30 


370  DATA  0,0,0,3,60,81,96,60,0,0,0,3 

380  DATA  81,96,121,15,0,96,121,3,81,96 

,121,15 

390  DATA  0,0,0,3,40,0,60,30,0,0,0,3 

400  DATA  47,60,72,30,0,0,0,3,60,81,96, 

30 

410  DATA  0,0,0,3,64,81,108,30,0,0,0,3 

420  DATA  72,91,121,30,0,0,0,3,45,60,72 

,15 

430  DATA  0,60,72,3,45,60,72,15,0,00,0, 

3 

440  DATA  47,60,72,30,0,0,0,3,60,81,96, 

30 

450  DATA  0,0,0,3,53,64,91,30,0,0,0,3,6 

0,81,96,60,0,0,0,0 

500  REM  BLOW  OUT  CANDLES 

505  COLOR  1  :SOUND  0,30,8,1 

510  PLOT  28,28:DRAWT0  24, 28: OR AWTO  22, 

26:IF  0UT=1  THEN  COLOR  2:G0T0  525 

520  COLOR  0 

525  PLOT  28,27:PL0T  29,28:DRAWT0  32,28 

:IF  0UT=1  THEN  GOTO  600 

530  COLOR  0:FOR  1=0  TO  GE:PLOT  P,26:DR 

AWTO  P,28:F0R  X=l  TO  40:NEXT  X:P=P+PLA 

CE  :  NEXT  I 

540  0UT=1:C0L0R  0:SOUND  0,0,0,0:GOTO  5 

10 

600  REM  CHANGE  WORDS 

610  RESTORE  620: GOTO  1040 

620  DATA  64,64,64,64,64,64,64,64,64,64 

,64,64,64,64,64 

630  ST$=NAME$ : NAMES-' LET'  S  EAT  CAKE":G 

OSUB  1070 

640  NAME$=ST$ : POKE  764,255 

650  IF  PEEK(764)=255  THEN  650 

660  GOTO  20 

670  END 

700  REM  INITILIZE  STRINGS 

710  ?  "S":?  "OLD  OR  NEW  (0/N)":INPUT  S 

EX$:IF  SEX$(  1  ,  1  )=■ N"  THEN  GOTO  740 

720  IF  SEX$(  1  ,  1  )<>"0"  THEN  GOTO  710 

730  NAME$=" STEPHEN" :ST$=" FEBRUARY  6,19 

8  2" : SEX$="MALE" :AGE=1:G0SUB  790:RETURN 

740  ?  "S":?  "NAME  OF  BIRTHDAY  PERSON"; 

:INPUT  NAMES 

750  ?  "SEX  (M/F )";: INPUT  SEX$:IF  SEX$( 

1,1)<>"M"  AND  SEX$( 1 , 1 )<>" F"  THEN  750 

755  TRAP  1  1  0 

760  ?  "AGE  ";:INPUT  AGE 

770  ?  "DATE  OF  UPCOMING  BIRTHDAY  ":INP 

continued  on  next  page 


April  1984 


73 


UT 
78 
79 
80 
HE 
80 

I) 
81 
81 
:N 
82 
83 
85 
86 
87 
89 
90 
CO 
T$ 
91 
92 
92 
93 
S 
N 

10 
10 
30 
10 
10 
56 
10 
10 
S  + 
10 
69 
10 
10 
10 
SC 
10 
20 
20 
TA 
20 
EK 
20 

20 
? 

20 
56 
20 
20 
+  1 
20 
1  8 
20 
20 
20 
20 


ST$ 
0  GOSUB  790:  GOTO  900 
0  0=LEN( ST$ ) : ROT=0: CT=1 
0  FOR  1  =  1  TO  Q:IF  A S C ( S T $  (  I  ,  I  )  )=3  Z  T 
N  ROT=0:GOTO  815 

5  IF  ASC ( ST$ ( I , I ) )<65  AND  ASC(ST$(I, 
)>31  THEN  GOSUB  860:  GOTO  81  5 
0  GOSUB  820 

5  DATE$(I,I)=CHR$(ASC(ST$(I,I))+ROT) 
EXT  I  :  RETURN 

0  IF  CT=1  THEN  R0T=128:G0T0  850 
0  IF  CT=2  THEN  ROT=160:CT=0 
0  CT=CT  +  1  :  RETURN 

0  IF  CT=1  THEN  R0T=128:G0T0  890 
0  IF  CT=2  THEN  ROT=96:CT=0 
0  CT=CT  +  1  :  RETURN 

0  ?  ■&•:?  ■■  DO  YOU  WISH  TO  PLAY  A  RE 
RDED         MESSAGE  ( Y/N)  ."  ;  :  INPUT  S 

0  IF  ST$(  1  ,  1  )-■ N"  THEN  RETURN 

0  IF  ST$(  1  ,  1  )<>■■  Y"  THEN  9  00 

5  TRAP  1  20 

0  ?  :?  "WHAT  IS  LENGTH  OF  MESSAGE  IN 

ECONDS":  INPUT  TIME: TIME=TIME/4 : RETUR 

00  REM  MODIFY  DISPLAY  LIST 

10  GOSUB  4000:POKE  S T A R T  + 8 1  ,  7  :  G 0 S U B 

00 

20  REM  PRINT  GREETING 

3  0  MEMST=PEEK( START )+PEEK(START+1)*Z 

: CHRPOS=MEMST+3200 

35  RESTORE  1055 

40  FOR  X=1  TO  14:READ  MES:POKE  CHRPO 

X+2,MES:NEXT  X:IF  0UT=1  THEN  620 

55  DATA  168,225,176,240,185,64,226,1 

,242,180,  232,  164,225,1 85 

60  REM  PRINT  NAME 

70  Q=LEN(NAME$) : Z=(20-O) II 

80  FOR  1  =  1  TO  0:POKE  C H R P 0S+ 1 9  +  I  +  Z  ,  A 

(NAME$(  1,1)  )+32 : NEXT  I 

90  POKE  87,  7  :RETURN 

00  REM  MODIFY  DISPLAY  LIST 

10  GOSUB  4000:POKE  ST  A R T-1  , 7 1  : P OKE  S 

RT  +  2 , 7 : POKE  START  +  75  ,  7 

15  POKE  START  +  76  ,  65  :  POKE  START  +  77,PE 

(560):POKE  S T A R T  +  7 8  ,  P E E K ( 5 6  1  ) 

20  POKE  87  ,  2  :  POSITION  0,0:?  #6;' 

EHJil  "  ;  AGE  ;  PRFS 

25  X=(20-LEN(DATE$ ) )/2 : POSITION  X,l: 

#6  ;  DATES 

3  0  MEMST=PEEK( START)+PEEK(START+1)*2 

: CHRP0S=MEMST+2926 

35  RESTORE  2050 

40  FOR  1=1  TO  8:READ  MES:POKE  CHRPOS 

-1  ,MES : NEXT  I 

50  DATA  226,169,242,180,232,164,225, 

5 

55  REM  PLAY  TUNE 

56  READ  AA,BB:SOUND  0  ,  A  A  ,  1  0  ,  1  0  :  P 0 K E 
,0 

57  IF  PEEK( 20)<BB  THEN  2057 


20 
20 
,  1 
20 
20 
20 
40 
20 

0, 
20 
X, 
20 
20 
X, 
21 
21 
21 
30 
30 
PO 
PE 
40 
40 
K( 
50 
50 

50 

50 

50 
60 
60 
LO 
TO 
60 
WT 
2, 
60 
RA 
PL 
60 
60 
60 
WT 
60 
60 
60 
0 

60 
T 

RA 
60 
19 
3 
60 
61 
61 
0 
TO 


58 

59 

0,  6 

60 

65 

70 

,  20 

75 

Y  :  N 

80 

36  : 

85 

90 

A  :  N 


10 
20 
00 
10 
KE 
EK 
00 
10 
56 
00 
1  0 
RE 
20 
RE 
30 
RE 
40 
00 
10 
T 

3 
20 
0 

29 
30 
WT 
OT 
35 
40 
50 
0 

60 
70 
75 
7, 
80 
29 
WT 
90 
,  1 
4, 
95 
00 
10 
10 

1 


SOUND  0,0,0 
DATA  130,10 
5,33,5,0 
REM  DRAW  PR 
POKE  87  ,  7  :  P 
PLOT  120,62 
: POSITION  4 
FOR  Y=20  TO 
EXT  Y 

FOR  X=4  0  TO 
NEXT  X 
SETCOLOR  1  , 
FOR  X=0  TO 
EXT  X 

Z=Z-2 : A=A-1 
IF  TIME>0  T 
FOR  1=1  TO 
REM  JUMP , AD 
POKE  START+ 
START+84 , PE 
561 ): RETURN 
REM  GR .  AND 
GRAPHICS  7+ 
) *256  +  4  :  RET 
PR=AGE-( INT 
IF  PR=1  AND 
URN 

IF  PR=2  AND 
URN 

IF  PR=3  AND 
URN 

PRF$='i|iJ"  :  R 
REM  DRAW  FA 
COLOR  1  :  PLO 
2  ,  1 5  :  PLOT  3 
, 24:  PLOT  32 
COLOR  2:  PLO 
2,28:  PLOT  3 
PLOT  33,29 
COLOR  1  :  PLO 

32,35: DRAW 
24,36: DRAWT 
PLOT  7  ,  34  :  D 
REM  DRAW  SH 
COLOR  3  :  PLO 
,  42  :  DRAWTO 
IF  SEX$ ( 1 , 1 
REM  DRAW  HA 
COLOR  0:  PLO 
6 

COLOR  3  :  PLO 
1 3  :  PLOT  28  , 

3  ,  36 
DRAWTO  12,3 
:DRAWTO  25, 
:DRAWTO  5,4 
DRAWTO  1,35 
REM  DRAW  HA 
COLOR  2  :  PLO 
32:DRAWT0  1 
,17: DRAWTO 


, 0 : IF  AA>1 0  TH 
,100,10,80,10, 

ESENT 

OKE  765,  1  :COLO 

:DRAWTO  120,20 

0, 62  :GOSUB  1 00 

62  :  PLOT  80  ,  Y  : 


EN  2056 
65,22,80 


R  1 

: DRAWTO 
:  COLOR  3 
DRAWTO  9 


120  :  PLOT  X, 46 :DRAWTO 


4,6:  COLOR  2  :  Z  = 
Z : PLOT  75  +  X,  A: 

:IF  Z>0  THEN  2 
HEN  GOSUB  8000 
500  :  NEXT  I  :  RET 
DRESS  AND  LAST 
82,7: POKE  STAR 
EK( 560) : POKE  S 

START 
1 6 : START=PEEK( 
URN 
(AGE/1  0)  *1 0) 

A  GEO  11  THEN 

A  GEO  12  THEN 

A  GE0 13  THEN 

ETURN 

CE 

T  33,12: DRAWTO 

2,16: DRAWTO  34 

, 25 :DRAWTO  32 , 

T  28,27  :PLOT  2 

2,27:PL0T  33,2 


1 1 : A=19 
PLOT  9  5- 

090 

:  RETURN 

URN 

GR  .2 
T+83 , 65 : 
TART  +  85  , 


560)+PEE 

PRF$="gn 
PRFS-Qil 
PRF$="|j|3 


33  ,  1  4  :  P 
,  24  :  DRAW 
27 

9 , 28  :  DRA 
7 : PLOT  3 


T  32,30: DRAWTO 

TO  20, 35: DRAWT I 

0  24,  46  :  PLOT  6 

RAWTO  7,41 

IRT/TOP 

T  2,56: DRAWTO 

27,48:DRAWT0  2! 

)=M'     THEN     6  101 

IR    &    EYE-GIRL 

T     6  ,  33  :  PLOT     7,34: DRAWT 


33,  33  :D 
0  17,33: 
,33 


2,45:  DRA 
9,  56 

10 


T  27  ,  1  4  :  PLOT  2 
16:  COLOR  2:PL0 

6 : DRAWTO  19,22 
1 1 : DRAWTO  36,1 
: DRAWTO  1,11 
:  RETURN 

IR , EYE  ,  AND  EAR 
T  4,31: PLOT  5  , 
2,28: DRAWTO  1 2 
1 8 , 22 : PLOT  19, 


8 ,  1 4  :  PLO 
T  1  ,  35  :  D 

: DRAWTO 
1 : DRAWTO 


-BOY 
32 : DRAWT 
,17:  DRAW 
22 


74 


ANTIC,  The  Atari  Resource 


15 
20 
4  : 
30 
T 

1 
40 
26 
00 
10 


DRAWT 
DRAWT 

DRAWTO 
COLOR 

13,23: 

6,  1  7  :  P 
COLOR 

,  1 7  :  OR 
REM  T 
GRAPH 

2, 6:  SE 


0  19,17: DRAWTO 

0  33,11: DRAWTO 

9 , 4:DRAWT0  3 , 


25,11 

33,6:DRAWT0  2 
0: DRAWTO  4,31 


1  :  PLOT  16,24: DRAWTO 
DRAWTO  13,18: PLOT  14 , 
LOT  17,18: PLOT  17,19 

3  :  PLOT  1  6,  21  :  PLOT  27 
AWTO  30,17:  RETURN 
ITLE  PAGE 

ICS  2  :SETCOLOR  2,0,0: 
TCOLOR  1,12,6 : A=2 : B=l 


1  4 
1  7 


24  :  P 
DRAW 


1  9  :  PLO 


SETCOLO 
2 : C=4 : N 


61 

61 

9, 

61 

LO 

TO 

61 

T 

70 

70 

R 

=  0 

70 

70 

70 

70 

70 

70 

70 

71 

CO 

7  1 

71 

71 

71 

N 

8000  REM  ALLOW  CASSETTE  TO  PLAY  MESSAG 


20 

30 

40 

50 

60 

80 

90 

00 

LOI 

1  0 

20 

30 

40 


POSIT 
POSIT 
POSIT 
POSIT 
POKE 
REM  R 
FOR  I 
SETCO 
3,C, 
IF  N= 
IF  N= 
IF  N= 
FOR  J: 


ION 
ION 
ION 
ION 
752 
OTATE 
=  1  TO 
LOR  0 


#6 
#6 
#6 

#6 


by 


Ha 
Bi 
Co 
Ca| 

J 


|Py 

li-l 

hn 


Ay 
E  r" 

S  I  a  by 


,8, 
N=1 


6:SET 


COLORS 
40 

A,  6:  SETCOLOR  1 
6 :N=N+1 : IF  N>3  THEN 

1  THEN    A=1 2:8=4:0=2 

2  THEN    A=4:8=2:C=12 

3  THEN    A=2:8=12:C=4 

=  1     TO     10:  NEXT     J  :  NEXT     I : RETUR 


E 

8005 
801  0 
8020 
8030 


REM  TIME  IS  IN  UNITS  0 
POKE  19,0:  POKE  54018,5 
IF  TIME>PEEK( 19)  THEN 
POKE  54018,  60:RETURN 


Va  r 


i  a  b  I  e 

Line 

1 

50 

1  10 

330 

450 

630 

760 

870 

1  040 

2030 

2075 

5000 

6035 

6095 

5140 

7110 


TYPO  TABLE 


Che 
n  urn 


c  k  s  u  m 

range 

40 

100 

320 

440 

620 

755 

860 

1  035 

2025 

2070 

4010 

6030 

6090 

61  30 

7100 

8030 


F  4 

2 

8021 


SECONDS 


907689 
Code 
NJ 
KO 
PG 
MG 
WE 

RQ 
NF 
CU 
MN 
FT 
PW 
JG 
KH 
XB 
AK 
LW 


L  e  n 
55 
52 
36 
43 
54 
45 
41 
42 
54 
50 
53 
62 
56 
52 
59 
34 


g  t  h 

0 

4 

2 

7 

4 

6 

4 

7 

8 

6 

2 

6 

9 


□ 


TBAKAT:02 


$379 

DOS 
\nc1 


.Double 
printer 
printer 


OensitV 
port 


Buff®" 


)unter 


)Ob  .Tracks"-- 

Muded       .^Nr\tePro^^^' 

PS/DP    ^^^ 


AT-D4 


KOALA  PA[y^^~~ 
$75 


Revolutionary 
Touch  Tablet  is 
a  Video  sketch 
pad. 


18W089  Holly  Ave.  or 
Post  Off  ice  Box  1088 
Westmont.lL  60559 


moa 


MODEMS 

•  MPP-1000 $135 

•  Signalman  Mark  II $79 

PRINTERS 

•  Gemini  10X $299 

•  Gemini  15X $469 

•  M-T  Spirit  80 $329 

•  Juki  letter  quality $499 

•  MPP-1 150  Interface $83 

MONITORS 

•  Amdex  Color-1  $279 

•  Gorilla $85 

PROGRAMS 

Lode  Runner $26.95 

Chop  Lifter $26.95 

Zaxxon $26.95 

Homeword  $39.95 

Encounter $29.95 

Diskette  Library  case $2.49 

Maxi-File  holds  50 $19.95 


DISKETTES 

Plastic  Storage 
Box  Included 

10  per  box 

,y,  SS/SD $16.95 

SS/DD $18.95 

DS/DD $21.95 


1200  BAUD  MODEM 

$249 


•  Full  duplex 

•  Bell  21 2A  Compatible 


'?S^ 


CHAMP  JOY  STICK 


Pro-1000 $10.95 

Pro-3000 $13.95 

Pro-5000 $16.95 

Full  2  year  warranty 


CALL  TOLL  FREE      1  -800-521-2624 


In  Illinois  call  312-969-0930 

9  -  5  CST 

Weekdays  only 


For  Fast  delivery,  send  cashier's  checl<  or  money  order 
Shippings.  Handling:  Hardware  orders:  add  $10.00 

Software  orders:  add  $3.00 
I L  residents  add  7%  sales  tax 


April  1984 


75 


Tired  of  high  prices,  poor  service  and  hidden  charges 
you  get  from  other  mail  order  companies  .  .  . 

Try  RISING  SUN  SOFTWARE! 


ENTERTAINMENT 

ARTWORX 

Strip  Poker  (D) $25,00 

S,P,  Data  Disks 20.00 

ATARI  (ROM  only) 

Centipede $32,00 

Defender 32,00 

Dig  Dug 32,00 

Donkey  Kong  35,00 

Eastern  Front 35,00 

Galaxian 32,00 

Joust 35,00 

Missle  Command  27,00 

Ms,  Pac-Man 35,00 

PacMan 32,00 

Pengo 32,00 

Qix 32,00 

Robotron 32,00 

Space  Invaders 27,00 

Star  Raiders 32  00 

BIG  FIVE 

Miner  2049er  (R)  ....  $35,00 

BRODERBUND 

A,E,  (D)  $25,00 

Arcade  Machine  (D), , .  42,00 

Choplifter  (D) 25,00 

Choplifter  (R) 32,00 

Oper,  Whirlwind  (D)  . . .  25.00 

Sea  Fox  (D) 21.00 

Sea  Fox  (R) 28.00 

Sky  Blazer  (D) 28  00 

BUDGECO 

Raster  Blaster  (D).  ...  $21.00 

DATAMOST 

Airstrike  (D/C) $28,00 

Bilestoad  (D)  28  00 

Mating  Zone(D)  25,00 

DATAMOST 

Micropamter  (D) $25,00 

Pooyan  (D/C) 21,00 

Zaxxon  (D/C) 28,00 

DON'T  ASK 

Poker  Sam  (D/C)  , . . .  $20.00 
SAM.  (D) 42.00 

EDU'WARE 

Prisoner  2  (D)  $28.00 

Rendezvous  (D) 28,00 


ELECTRONIC  ARTS 

Archon(D)  $28,00 

Hard  Hat  Mack  (D)....  25.00 

M.U.L.E.  (D) 28.00 

Murder  on  the 

Zunderneuf  (D) 28,00 

Pinball  Construction 

Set  (D) 28  00 

Worms?  (D) 25,00 

EPYX 

Jumpman  (D)  $28,00 

Jumpman  Jr  (D) 28  00 

INFOCOM  (disk  only) 

Deadline  $35,00 

Enchanter 35,00 

Planet  Fall 35,00 

Starcross 28  00 

Suspended  35,00 

The  Witness 35,00 

Zork  I  28  00 

Zork  II 28  00 

Zork  III 28  00 

INTELLIGENT  STATEMENTS 

Pro,  Blackjack  (D)   .,.  $49,00 

LIGHTNING  SOFTWARE 

Master  Type  (D)   $28,00 

MUSE 

Castle  Wolfenstein  ...  $21.00 

ODESTA 

Chess  (D)  $49  00 

Checkers  (D)  35  00 

Odin  (D) 35  00 

PARKER  BROTHERS 

Astrochase  (R) $35.00 

Chess  (R)   42.00 

Frogger  (R) 34.00 

Popeye  (R)  35  00 

0  Bert  (R) 35.00 

Risk  (R) 42.00 

Super  Cobra  (R)  35.00 

Tutankam  (R) 35.00 


ROKUN 

Deluxe  Invaders  (R)  . .  $28  00 

Gorf  (D) 28.00 

Gorf  (R) 32.00 

Wizard  ot  Wor  (R) 32.00 

Wizard  of  Wor  (D) 28.00 

SIERRA  ONLINE 

Crossfire  (R) $25  00 

Crossfire  (D/C) 21  00 

Frogger  (D/C)  25  00 

Mission  Asteroid  (D)  . .  20.00 
Sammy  Lightfoot  (R)  . .  27  00 

Ultima  II  (D) 42  00 

Ulysses  (D) 28  00 

Wiz  &  Princess  (D)  . . . .  25  00 


HARDWARE 

DEALS 

MODEMS 

Apple  Cat  II   . 

$299  00 

Micromodem 

1  265,00 

Micromodem  w/term-      | 

inal  prog. . . 

,  295  00 

212  Apple  Cat 

,  580,00 

MONITORS 

Amdek 

Color  1   

$299  00 

Color  II  RGB  . 

.  599  00 

Color  III  RGB 

.  399.00 

RGB  Card  ... 

.  149  00 

USI 

Pi  1  9"  Green 

$119.00 

Pi2  12"  Green 

.  149.00 

Pi  3  12"  Ambe 

.  159.00 

Pi4  9"  Amber 

.  129.00 

Color  1400  .. 

.  299  00 

PRINTERS 

C.  Itoh 

GX  100 

$229.00 

Prowriter  .... 

.399.00 

Okidata 

Microline  80. 

.  349.00 

Microline  82A 

.  449  00 

Microline  92  . 

.  549  00 

STRATEGIC  SIMULATIONS 

Battle  for 

Normandie  (D/C)..  $28.00 
Battle  of 

Shiloh  (D/C) 28,00 

Combat  Leader  (D).,.,  28,00 
Cosmic  Balance  (D/C)  28,00 
Cosmic  Balance  II 

(D/C) 28,00 

Cytron  Masters  (D)  , . . .  28.00 
Galactic  Gladiator  (D)  .  28.00 
Knights  of  the 

Desert  (D/CO 28.00 

Shattered  Alliance  (D).  28.00 
Tigers  in  the  Snow 

(D/C) 28.00 

SYNAPSE 

Blue  Max  (D/C) $25  00 

Dimension  X  (D/C)....  25.00 
Ft  Apocalypse  (D/C)..  25.00 
Necromancer  (D/C) . . .  25.00 
Pharoah's  Curse  (D/C)  25.00 
Shadow  World  (D/C)  ..  25.00 

Shamus  (D/C) 25  00 

Shamus  (R)   32,00 

Shamus  II  (D/C) 25,00 

Survivor  (D/C) 25,00 

Zepplin  (D/C)  25,00 

THORN  EMI 

Hockey  (R) $28,00 

Jumbo  Jet  Pilot  (R)....  35  00 

River  Rescue  (R) 28.00 

Soccer  (R) 35  00 

Submarine  Commander 
(R) 35.00 


RISING  SUN  SOFTWARE 

4200  PARK  BLVD. 

OAKLAND,  CALIFORNIA  94602 

(415)  482-3391 

Ordtrlng  kifonnatlon:  We'll  accept  any  form  of  payment— cash,  personal  check,  money  order.  VISA/ 
MasterCard,  of  C.O.D.  Send  cash  at  your  own  risk.  Add  $2.00  for  UPS  shipping;  $3.00 for  Blue  Latiel  Air. 
California  residents  add  applicable  sales  tax,  ALL  orders  shipped  same  day  received.  If  we  are  out  ol  stock 
on  a  particular  item  we  will  include  a  special  twnuswith  your  order  when  shipped. 


CALL  TOLL  FREE  24  HOURS  (ORDERS  ONLY) 

(800)  321-7770  (Outside  Calffomia) 
(800)321-7771  (Inside  California) 


UTILITIES  & 
LANGUAGES 

ADVENTURE 
INTERNATIONAL 

Diskey  (D) $35  00 

ATARI 

Assembler  Editor  (R)  .  $45  00 

Atari  Basic  (R) 42  00 

Macro  Assembler  (R)..  68  00 
Microsoft  Basic  II  (R)..  68  00 
PILOT  (R)  60  00 

DATASOFT 

BASIC  Compiler  (D)  . .  $63.00 
Lisp  Interpreter  (D)  ...  70.00 
Edit  6502  (R) 125.00 

OPTIMIZED  SYSTEMS 

Basic  A+  (D) $56.00 

Bug  65  (D) 25  00 

Mac/65  (D)  56.00 

EDUCATION 

ATARI 

Conversational  Languages 

French  (C) $42.00 

German  (C) 42  00 

Italian  (C)  42  00 

Spanish  (C) 42.00 

Educator  Kit 117.00 

Inv.  to 

Programming  1     ....  18  00 
Inv.  to 

Programming  2 23.00 

Inv.  to 

Programming  3 23.00 

Juggles  House  (D)  ....  23.00 
Juggles  House  (C)  ....  18  00 
Juggles  Rainbow  (D)  . .  23.00 
Juggles  Rainbow  (C)  . .  23  00 
My  First  Alphabet  (D)  .  27  00 

Programmer  Kit 53.00 

Tough  Typing  (cass)  . .  18.00 

EDU-WARE 

Compu-Read  (D) $21.00 

CompuRead  (C) 15.00 

SPINNAKER 

Face  Maker  (D) $28.00 

Hey  Diddle  Diddle  (D) .  21.00 

Kindercomp  (D)  21.00 

Most  Amazing  Thing 

(D) 28.00 

Rhymes  4  Riddles  (D).  21.00 
Snooper  Troops  1  (D)  .  32.00 
Snooper  Troops  2  (D)  .  32.00 


In  Risky  Rescue,  you  can  play  the  part  |^^^^^^^^^^^^^_l__^^__  hover  at  a  constant  altitude.  If  you 
of  a  creature  named  Igneous.  Your  ^BB^^^^^^^^^^^^^^^^^B  push  the  stick  forward,  you  are  pro- 
archenemy,  Greedo  the  goblin,  has  ^k^m^K  MMHpaii^^^^"*ii^^l  pe^led  upward.  You  need  to  push  the 
kidnapped  your  sweet  baby  Iggy  and  Bp'""||^^^^2Hli^2^iB^'?J  stick  each  time  you  want  to  move  up 
holds  him  captive  in  his  creepy  caves.       K  i^-'^^^^^^^^^^HB^^^J^B  one  space. 

He's  put  Iggy  in  a  trance,  and  your  only      ■|J|Wjj|^^^^^^^^§'J|||^^^^^|  Once  you've  saved  Iggy,  you  start 

hope  of  rescuing  the  baby  is  to  get      ^|BBi^^Zg^^?'!PP^^^^^^B  another  rescue  in  a  new  series  of  caves 

medicine  from  three  medicine  pots      ^^^^^^JBBBBBfcgMfcMg^^^J  (the  second  screen).  After  the  third 

and  then  touch  him.  To  get  medicine      ^^5^^^^^^S-^^^^^^B^^^fl  screen,  you  start  again  on  the  first  one, 

from  a  pot,  land  on  it.  Meanwhile,       ^^K^^^^^^^^glrV^^^^jgiH  but  Greedo  throws  his  arrows  at  you 

Greedo  is  throwing  deadly  arrows  at      ^^I^HI^^^^^^^^I^^HJ  even  faster  and  harder  than  before, 

you.  The  best  way  to  avoid  them  is  After  each  successful  rescue,   your 

usually  to  move  up  and  hover  while  ||^H^^                                     flHH  ^^^''^  ^^  increased  (according  to  the 

they  fly  by.  Sometimes,  though,  there's  ^         SyNOPSIS            ^B  level  you're  on  and  the  amount  of  time 

no  room  to  maneuver,  so  you  must  use  t^^                                                      "'^  remaining).  If  you  fail  to  rescue  Iggy 

careful  timing  to  get  through  the  tight  Whis  exciting  arcade  game  requires  before  the  timer  runs  out,  you  lose  a 

spots.  LS-4.S/C7,  a  joystick,  and  I6KRAM(24K  player  and  the  timer  is  reset.  You  start 

You  control  Igneous  with  a  joystick,  vbr  a  disk-based  system).  The  program  with  three  men,  and  you're  awarded 

To  move  left  or  right,  push  the  stick  }funs  on  all  Atari  computers.  a  new  one  at  50,  100,  and  200  points, 

in  that  direction.  If  you  go  off  the  ^^^^^^^^^^^^^^^^^^^^^"^^"  and  so  on.  If  you  achieve  a  high  score, 
screen  on  one  side,  you'll  reappear  on  the  other.  To  move  you're  asked  to  enter  your  initials  at  the  game's  end.  The 
up,  hold  the  fire  button  down  and  push  the  stick  forward.         high  score  -will  be  retained  in  memory  even  if  you  press 

Pressing  the  trigger  turns  on  a  mechanism  that  lets  you        [RESET].  continued  on  next  pase 


April  1984 


77 


same  of  the  month  r 


1  REM 
Z  REM 
3  REM 
5  GOT 
100  F 

THEN 
105  T 
■  "  :  I 
110  1 
OT  OX 
115  C 
ST=PE 
T=2  5  4 
120  S 
IF  Y= 
123  L 

GOTO 
125  I 
130 
135 
140 
145 
150 

GOTO 
155  I 
2*(X= 
160  L 

GOTO 
165  I 
170  I 
0+MA* 
175  I 
180 
200 
LOR 
205 
TION 
>11  T 
210  L 
HEN  3 
215  L 

THEN 

224  N 

225  H 
THEN 
227  I 
,75  +  H 
230  U 
LOR  1 
233  I 
TION 
>1  1  T 
235  L 
HEN  3 
237  L 

THEN 


RISKY  RESCUE 

RY  J.D.  CASTEN 

ANTIC  MAGAZINE  APRIL  1984 
0  500 
OR  Z=0  TO  1  STEP  0:OST=ST:IF  Y=23 

Y=2  2 
=25-PEEK( 19) :POSITION  1,1:?  #6 ; T ; 
F  T=0  THEN  275 

F  OXoX  OR  OYoY  THEN  COLOR  32:PL 
,0Y:OX=X:0Y=Y 

OLOR  162:PL0T  X , Y : TR=PE EK ( 53264 ) : 
EK(54016)  :Y=Y  +  TR:IF  SToOST  AND  S 

THEN  Y=Y-1:S0=5 
O=SO-(SO>0) :SOUND  0,18.8,SO+1-TR: 
OY  THEN  150 
OCATE  X,Y.L:IF  L=32  OR  L=162  THEN 

200+25*MA 
F  L=8  THEN  Y=0Y:60T0  150 
F  L<47  THEN  Y=OY:GOTO  150 
F  L>128  AND  L<136  THEN  300 
F  L=169  THEN  400 
F  L=166  THEN  450 
=X+(ST=247)-(ST=251 ) :IF  X=OX  THEN 

200+MA*25 
F  X<0  OR  X=20  THEN  X=1 9-OX : Y=Y+1- 
19) 
OCATE  X,Y,L:IF  L=32  OR  L=162  THEN 

200+MA*25+P 
F  L=8  THEN  X=OX:GOTO  200+MA*25 
F  L>41  AND  L<47  THEN  X=OX:GOTO  20 
25 

F  L>128  AND  L<136  THEN  300 
F  L=166  THEN  450 

=USR( 1536) :6=G+1 :IF  G=D/2  THEN  CO 
33:PL0T  2,7 

F  G=D  THEN  SOUND  1 , 8 , 6 , 8 : 6=0 : POSI 
2,7:?  #6;"GB- :SOUND  1,0,0,0:IF  LE 
HEN  D=INT(RND(0)*(Z6-LE)+1 )*2 
OCATE  X,Y,L:IF  L<>32  AND  L<>162  T 
00 
OCATE  OX,OY,L:IF  L<>32  AND  L<>162 

OX=X:OY=Y 
EXT  Z:GOTO  350 

=H+HP:COLOR  129:PL0T  H.7:IF  HP<I 
COLOR  32  :PLOT  H  +  1  , 7 

F  H=4  OR  H=13  THEN  HP=-HP: SOUND  2 
P*5,6,  1 

=USR(1536) :G=G+1 :IF  G=D/2  THEN  CO 
33:PL0T  2,5 

F  G=D  THEN  SOUND  1 , 8 , 6 . 8 : G=0 : POS I 
2,5:?  #6;- BB"  :SOUND  1,0,0,0:IF  LE 
HEN  D=INT(RND( 0)* (26-LE)+1 )*2 
OCATE  X,Y,L:IF  L<>32  AND  L<>162  T 
00 
OCATE  OX.OY,L:IF  L<>32  AND  L<>162 

OX=X:OY=Y 


249  NEXT  Z:GOTO  350 

250  G>»G  +  1:IF  G=D/2  THEN  COLOR  133:PL0T 
2,3:C0L0R  H:PLOT  2,16:DRAWT0  4 , 1 6 : H=4 

0-H:COLOR  H:PLOT  2,20:DRAWTO  4,21 
253  U=USR(1536) 

255  IF  G«D  THEN  SOUND  1 , 8 , 6 , 8 : G=0 : POSI 
TION  2,3:?  #6  ;"GBr- :  SOUND  1,0,0,0:IF  LE 
>11  THEN  D=INT(RND(0)M26-LE)  +  1  )*2 
260  U=USR(1663) :LOCATE  X,Y.L:IF  L<>32 
AND  L0I6Z  THEN  300 

265  LOCATE  0X,OY,L:IF  L<>32  AND  L<>162 
THEN  OX=X:OY=Y 

274  NEXT  Z:G0TO  350 

275  FOR  J=100  TO  0  STEP 
3:S0UND  I , J+I , 10,8:NEXT 

810:L=L-(L-32)*(L=162) 

300  COLOR  32:PL0T  0X,0Y 

X,Y:FOR  J=15  TO  0  STEP 

SOUND  0,0,0,0: 


-1  :FOR  1=0  TO 
I:NEXT  J:60SU8 

iGOTD  300 

:COLOR  162:PL0T 
-0.25:SOUND  0. 

POKE  710,J+192 


J+J.10, J 
305  NEXT 
710, 196 
350  POKE  77.0:COLOR  32:PL0T  19,0: 
0  1 7 , 0 : X=1 7 : Y=2  2 : 0  X=X : 0  Y=Y : C  0  L  0  R 
F   NOT  W  THEN  375 

355  IF  W>1  THEN  FOR  J=2  TO  W:PLOT 
,0:NEXT  J 
360  PLOT  X,Y:FOR  1=0.5  TO  15  STEP  0 


J:COLOR  L:PLOT  X , Y : W=W-1 : POKE 


DRAWT 
162:1 


J  +  15 


#6 


FOR  J=0  TO  15  STEP 
-J:NEXT  J:POKE  710 
365  G0SU8  810:POKE 
OKE  20,0:GOTO  100 
375  POSITION  5,7:? 

TION  3,13:?  #6;  

380  60SUB  810:IF  PEEK(53264 

0 

385 

390 

400 

,10 


I:SOUND  0,  J*10,0,15 

I+192:NEXT  I 

710, 196:P0KE  19,0:P 


POSI 


-0  THEN  38 


IF  PEEK(53264) 
GOTO  550 
FOR  J=6  0  TO 
15-J/4:P0KE 
10:COLOR  8:PL0T 
450  IF  M<3  THEN 
0  STEP  -1 :SOUND 
455  SC=SC+T*LE: 


■■\     THEN    385 


0  STEP  -1 :SOUND  0,  J  +  60 
53760, J:NEXT  J:GOSUB  8 
X, Y:Y=0Y:M=M+1 :NEXT  Z 
X=0X:Y=0Y:F0R  J=1 5  TO 
0, 10,6, J:NEXT  J:NEXT  Z 
LE«LE  +  1 :MA=MA+1 : POS IT  10 
MA=0: 0=0-4 


N  12,1:?  #6;SC:IF  MA=3  THEN 
:G=D-1:IF  D<1 0  THEN  D=1  0 

46  0  IF  SC>=B  AND  W<4  THEN  8=8*2 :W=W+1: 
FOR  H=1  TO  5:F0R  J=1 5  TO  0  STEP  -1:S0U 
NO  0,20, 10,  J  :NEXT  J:NEXT  H:GOTO  460 
465  RESTORE  2000:FOR  J=0  TO  61:F0R  V=0 

TO  3:READ  N:SOUND  V , N . 1 0 , 6 : NEXT  V:FOR 

T=0  TO  12:NEXT  T:NEXT  J 
470  FOR  J=165  TO  160  STEP  -0.5:FOR  1=5 
3761  TO  53767  STEP  2:P0KE  I,J:NEXT  I:N 
EXT  J:GOTO  600 

5^0    ^RA^HI^  IT-Il"^!    559,0:U=USR(ADR(" 
h 


78 


ANTIC,  The  Atari  Resource 


I  same  off  the  month 


) : A=PEEK( lB6)-6 

505  FOR  J=A*256  +  8  TO  A  *  25 6+1 1 9  :  R E AD  R: 

POKE  J,8:NEXT  J:COM  HN$ ( 3  )  , 0$ ( 1 2  )  : H=P E 

EK(89)-1:F0R  J=1536  TO  ITIBiREAD  R 

510  POKE  J,B+H*(B=1  OR  R=2):NEXT  J:HS= 

PEEK(1790)+256*PEEK(1791 ) :FOR    J=1     TO    3 

rHNSlJj'^CHRtiPEEKiJ  +  iyseiliNEXT    J 

515    POKE    756, A:H=PEEK(560)+256*PEEK(56 

1):P0KE  H+6.134:P0KE  512,167:P0KE  513, 

6:P0KE  54286, 192:P0KE  559,34 

550  GOSUB  810:?  #6;"S":P0KE  708,10:POK 

E  709,150:POKE  710,196:POKE  711,52:IF 

SC>HS  THEN  HS=SC:GOSUR  850 

5  5  5  6^=1  9  :  M  A=0  :  W=3  :  0=2  0  :  S  C=0  :  L  E=1  :  8=5  0  : 
?  #6  ;■•»•:?  #6;"n-*.  *  -*  . .":?  # 

6  ;"+*•*  *     *     »  » •• 

560  ?  #6;"  **,  *  +*.  **.  +*,":?  #6;"  • 
_  *    *  *  *   *-':?#6;"  *  *  *+*,  *  * 
*  •' 

565  ?  #6:?  #6;"-*.  -.  -* .  -.  -  .  -.*  • 

«   *    *   ««***   *«-i-«   *   ***** 

>     ^  ■ 
•     *  *   *  »  *  ■■ 

570  ?  #6;"*  *  +,  +*,  +,  +*,  +,":?  #6;" 

by  j  d  c  a  s  t  e  n" 
575  IF  HS  THEN  ?  #6:  ?  #6;- 
••;HN$;"  ■•;HS:POKE  1  7  9  1  ,  I  NT  (  HS/ 256  )  :  PGK 

E  1790,HS-256*PEEK(1791 ) 

580    ?    #6:  ?    #6;"         11^^  HlliliHi"  :  ?    #6; 


IHIGH  SCORE 


585  U=USR( 1536) : FOR  1=0  TO  3:6=G+1:IF 
6=0/2  THEN  COLOR  133:PL0T  0,1 

586  IF  G=D  THEN  SOUND  1 , 8 , 6 , 8 : G=0 : POS I 
TION  0,1:?  #6;--BBr- :SOUND  1,0,0,0 

595  IF  PEEK(53264)=1  THEN  NEXT  I:GOTO 

5  8  5 

600  POP  :GOSUB  810:?  #6;"STIME  LEVEL  S 
CORE-:?  #6;-  2 S"  :  POS  I  T  I  ON  6,1:?  #6;LE: 
POSITION    12,1:?    #6;SC:G0SUB    610+MA*50 

6  05    M=0:X=17: Y=22: FOR    1=9    TO    75:S0UND 
3,5,10,10:SOUND    3,0,0,0:GOTO    2  00+MA*25 
610    ?    ^6-"^******************,*M         * 

•  *+^.     •|^H**.  -*  ,     *  •    + 

*    *       ^      —  *^*  *  +  +*         — *    "  • 

615    ?    #6;'*ai  '  *       *ai-»*^ 

3H*  .  +*.*** 


4-  *  *  *  * 

:?    #6;" 

+  .    +." 
?   #6;'    +***.":?    #6;" 


?    #6;"H 
+  *  *  * 


1^ 

620 

#6  ;• 

*  *  * 

625 

+••**.       +,     +,    — ••*. 
630    ?    #6:"       * 
fflH*.    -'^H,"  ;  :G=D-1  :  RETURN 

660    ?    #6  ;■•—•••**.—***•*****  , 
+  •  .  *^*  ,    +,     +•**** 


*     +**^-  ; 

+  ,  ••■:? 

-I-  *  *  *    — *    ^*  * 


^  «  *  *  : 


+  • 


+  •  ,     *  *ai-*  . 
6  65    ?    #B  ;  •  *  *  «  ♦■■■■■■■■ana*  *|yjj 

+,    +,    +,    * 

670    ?    #6;"* 

^Q^m*  *  •  *  *     •  *  *       *^*  _^*  _  *       * 
,  +,   +. 

675     ?    #6;" .-• .-** .- 


******* 


*  «  *  *  « 


*  *    — *  *  *yg 

*       +,  + 

+  .-*■■  ; 

.        +,     +,     +.        + 

'^  m 

•  I  s 

*  *  ^  *  *  *  « 


►13       •• 
*  *5n 


*  * «         +  *  * 

68  0    ?    #6;-+!^. 

*.    -^n*^H,"  ;  :H=4:HP=1  :G=D-1  :RETURN 

710     ?    #6; — ******************_  *[gj 

*  *  **ai-***,     *\^.     *    -^****, 

-f****-)-*«**  **" 

715  ?  #6;"naaa      mnn  na*   * 

*  0**   *  +[dddd* ,   +**, 

"  : ?    #6 ;"  +* .-* .-*  ."  ; 

720    ?    #6;"^B[***.  +,     +,     +, 

:?    #6;"  +*.-*.-.-*.-**.  +, 

+  .  +  .    +,     •**^H.  *■■  ; 

725    ?    #6;"*  +*.-**.-****,     *,  + 

+  ,        *  •*  •****^S. 

730    ?    #6;" .  *  *+.*..... 

*a|^*.     *^D,"  ;  :G=0:H=8:RETURN 

810  FOR  J=«  TO  3:S0UND  J,0,0,0:NEXT  J: 

RETURN 

850  ?  #6;"S--:?  #6;"   the  score  of  the" 

:?  #6;" game  you  just  played    is  higbe 

St  yet":?  #6 

155  ?  #6  ;--  lilHiMJ  HBIMII  IMmi"  :  ?  #6  ;" 

a ■:POSITION  13,6:0PEN  #1 

,4,0,  "K'  :  POKE  76  4,255 

860  FOR  J=1  TO  3:GET  #1,K:?  #6;CHR$(K) 

;:POKE  1 786+J , K : HNS ( J )=CH R$ ( K ) : NEXT  J: 

CLOSE  #1 :GOTO  550 

900  DATA  255,60,36,231,36,60,255,0,186 

,214,124,16,16,124,254,198,188,250,127 

,112,60,120,251,254,251,120,124,62,54 

905  DATA  246,103,197,61,95,254,14,60,3 

0,223, 127, 0,0, 9, 6, 9, 6,  15. 9, 0,0, 196.  102 

,127, 102, 196, 0,255,  128, 65, 34,  20, 8, 255 

910  DATA  0,255,126,255,231.195,231.255 

,126,255,191,255,251,223,255,255,117,2 

55. 11 1,59, 127, 30, 29, 7, 0,255. 247.  126 

915  DATA  220.180,248,232,128,3,7,30.47 

,59, 119, 95, 250, 192, 240. 124. 248, 190.  250 

,119,251 

1000  DATA  104,160,255,185,127,2,201,19 

9,240,14,76,18,6,169,0,153,127,2,136,2 

08, 238, 76. 65. 6, 185,  147,  2. 201,  0,240,  26 

1005  DATA  201,130,240,22.185,128.2,201 

,0,240, 7, 201, 130, 240, 3, 76,  13, 6,  169,  199 

,153, 128, 2. 76. 13. 6.  169.  199.  153.  147,  2 

continued  on  next  page 


April  1984 


79 


Put  a  Monkey  Wrench 
into  your  ATARI  800 

Cut  your  programming  time  from  hours  to  seconds,  and  have  18  direct 

mode  commands.  All  at  your  finger  lips  and  aM  made  easy  by  the 

MONKEY  WRENCH  II. 

The  MONKEY  WRENCH  II  plugs  easily  into  the 

right  slot  ot  your  ATARI  and  works  with  the 

ATARI  BASIC  cartridge. 

Order  your  MONKEY  WRENCH  II  today  and 

enioy  the  conveniences  of  these  18  modes: 

•  Line  numbering 

•  Renumbering  basicline  numbers 

•  Deletion  of  line  numbers 

•  Variable  and  current  value  display 

•  Up  and  down  scrolling  of  basic 
programs 

•  Location  of  every  string  occurrence 

•  String  exchange 

•  Move  lines 

•  Copy  lines 

•  Special  line  formats  and  page  numbering 

•  Disk  directory  display 

•  Margins  change 

•  Memory  test 

•  Cursor  exchange 

•  Upper  case  lock 

•  Hex  conversion 

•  Decimal  conversion 

•  Machine  language  monitor 

The  MONKEY  WRENCH  II  also  contains  a 
machine  language  monitor  with  16  commands 
that  can  be  used  to  interact  with  the  powerful  features 
of  the  6502  microprocessor 


MAE 


An  easy  to  use  but  powerful  Macro  Assembler/Editor  Includes  ML 
H/lonilor,  Word  Processor  and  more.  The  Best  for  Less! 
Now  Only  S59.9S. 
(For  use  with  ATARI  800  or  XL  and  Disk  Drive.) 


same  of  the  month 


mmf 


A  unique  alternative  in  video  games! 

An  original,  non-violent  game  for  tiie  ATARI  400/800 
computer;  32K  disk,  machine  language 

Features: 

926  Alphabetized  levels 

9 Colorful  graphics 

90riginal  music 

9  Multi-directional 
scrolling 


Send  $34.95  plus  $1.50 
shipping  &  handling  (Mn 
residents  add  6%  sales  tax) 
money  order,  check  or  cer- 
tified check  to: 

ROYALE  SOrrWARE 

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Deerwood,  MM  56444 
Dealer  Inquiries  Invited 
(218)  534-3711 

AIAKI  is  ;i  TM  ol  .-MAKI.  mt  . 


1010  DATA  76,13,6, 160,255 
1  ,  199,240,  12,76,82,6,169, 
36,208,238,96, 185,148,1,2 
1015  DATA  201  ,130,240,22, 
,0,240,7,201 ,130,240,3,76 
,  153,  129,1  ,76,77,6, 169, 19 
1020  DATA  76,  77,6,  104,  160 
70,169,0,  153,12,2,200, 192 
,153,11,2,96,185,12,2,201 
1025  DATA  153,  1  1  ,2,  169,0, 
39,6,72,169,242,141,22,20 
2000  DATA  60,96,162,193,6 
53,0,0,0,53,0,0,0,60,96, 1 
162, 193,64,0,0,0,64,0,0,0 
2005  DATA  144,64,96,121,1 
144,60,96,121 , 144,72,96,  1 
121  ,144,72,96,121 , 144,72, 
2010  DATA  72,91,217,0,72, 
1  ,144.0,72,91 , 144,0,72,91 
121,0.72,0,0,0,81,0,0,0,7 
2015  DATA  72,91,128,162.8 
1  ,0,  128, 162,0,0, 144,0,0,0 
2,0,0.0,162,0,60,96,162,1 
2020  DATA  193,64,0, 0, 0,72 
,0,72,0,0,0,81 .0,0,0,81  .0 
3,0,72,96,243,0,0,96,  162, 
2025  DATA  8  1  ,  0 , 243 , 0 , 7 2 , 0 
162,0.60,96, 162,0,72,96,2 
3,0,72,96, 144,0,72,96,162 
2030  DATA  0,72.96,243,0.7 
,96, 162,0,72,96,243,0,72, 
144,0,0,0,162,0,0,0,243.0 


,185,128,1,20 

0,153,128,1,1 

01  ,0,240,26 

185,129,1,201 

,77,6,169,199 

9,153,148,1 

,0,185,12,2,1 

,20,208,5,  138 

,193,208,8 

153,12,2,76,1 

8,  104,64 

0,96,162,193, 

62, 193,60,96, 

,64,96,121 

44,60,96,  121  , 

21  ,  144,72,96, 

96,  121 , 144 

91,217,0,72,9 

,121,0,72,91, 

2,91,128,162 

1,0,128,162,8 

.144,0,0,0,16 

93,60,96, 162 

,0,0,0,64,0,0 

,0,0,72,96,24 

0,0,96,162,0 

,243,0,60,96, 

43,0,72,96,24 

,0,72,96,243 

2,96,144,0,72 

96,243,0,0,0, 

,0,0,243,0 


TYPO  TABLE 

Variable 

c  h( 

1 c  ks  um  = 

388847 

L  1  ne 

n  um 

range 

Code 

Length 

1 

- 

125 

XE 

521 

1 31 

— 

200 

VD 

519 

ZfS 

— 

230 

OR 

509 

233 

— 

255 

JG 

636 

26f 

— 

350 

og 

569 

355 

— 

400 

MZ 

575 

45B 

— 

470 

MU 

577 

500 

— 

550 

OF 

612 

555 

— 

575 

TH 

543 

580 

— 

605 

RF 

620 

610 

— 

630 

XJ 

542 

660 

— 

680 

LI 

571 

710 

— 

730 

VN 

552 

810 

— 

900 

CW 

517 

90S 

— 

1005 

MH 

516 

1010 

— 

2005 

HU 

604 

2010 

— 

2030 

LP 

543 

□ 


80 


ANTIC,  The  Atari  Resource 


Chart  Your  Progress 


Specials  Of  The  Month 

Atari  600XL $189 

Atari  800XL $299 

Atari  1050  Disk  Drive $399 

Atari  1030  Modem $115 

1027  Letter  Quality  Printer $299 

1025  80  Column  Printer $329 

Rana  1000  Disk  Drive   $329 

Percom  S/S  Disk  Drive 

w/printer  port $519 

Elephant  Disks  S/S   $19.50 

Verbatim  Twin  Pak  S/D  $  5.25] 


Hardware 
Specials 


Printers 

Leading  Edge  Gorilla  ....$189 

NEC8023A $459 

OkidataML82A Call 

Okidata  MI.  83A Call 

OkidataML84P   Call 

Okidata  MI,  92P Call 

C.  ITOH  8510Prowriler     $399 

C.  ITOH85I0SP $665 

Mannesmann  Tally  1601,     $629 

Gemini  lOX $315 

.Mannesmann  Tally 

Spirit   $345 

AlphacomSl $189 

Monitors 

Leading  Edge  Green 

Hi-Res  12" $  89 

I  SI  Amber $169 

NEC  Green  Screen $169 

Leading  Edge  Amber 

Hi-Res  12" $  89 

Amdek  Color  1+ $315 


nc 


WSA' 


Intormation  and  Inquiries: 
(702)796-0296  Order 
Status- (702)  369-5523. 


Recreation 


Q  Bert/CRT  $  35 

Frogger/CRT  $  35 

Popeye/CRT $  35 

Deadline $  35 

Zork  I,  II,  III  ea $  27 

Witness $  35 

Planelfall $  35 

Enchanter $  35 

Infidel $  35 

Temple  of  .\pshai   $  27 

Pitstop $  27 

Starleague  Baseball $  23 

Starleague  Football $  23 

Blue  Max $  23 

Joust $  43 

Robotron  2084   $  33 

Pole  Position $  36 

Ms.  Pac  Man $  36 

B-1  Nuclear  Bomber  (C)      $  12 
Midway  Campaign  (C)  .  .  .  $  12 

Nukewar(C) $  12 

Telengard(C) $  16 

.lumpman  Jr./ CRT $  27 

Pitstop/CRT $  27 

Flight  Simulator  II/D.  ..$  39 

Night  Mission  Pinball $  20 

Sammy  Light  Foot  (CRT)  $  20 
Apple  C  ider  Spider $  23 


Educatiom 


Harcourt  Brace  SAT/D  . 

.$59 

Chaterbee/D 

.$29 

Match  Wils/D 

.$22 

Early  Games/ D 

.$22 

Earlv  Games  Music/ D  .  . 

.$22 

.$29 

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.$29 

Math  Maze 

.$29 

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.$25 

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.$25 

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.$22 

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.$29 

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.$29 

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.$29 

Speed  Read+/D 

.$45 

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.$22 

Bumble  Bee/ Learning  Co. 

$29 

Snooper  Troops  1 ,  2  ea .  . 

.$32 

Face  Maker/CRT 

.$25 

Kids  on  Keys/CRT 

.$25 

Alphabet  Zoo/CRT 

.$25 

Kid  Writer/CRT 

.$25 

Delta  Drawing/CRT    . .  . 

.$29 

Success  with  Math 

Addition-Subtraction   . .  . 

.$  15 

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.$  15 

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.$  20 

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.$  20 

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Big  Bird  Special  Delivery 

.$  29 

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Vocab.  Builder 

.$  30 

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.$  30 

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Number  facts 

.$  30 

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.$  30 

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.$  30 

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.$  30 

PDI  Pre-school 

1  o   Riiilder               

.$  17 

PDI  Pre-school 

.$  49 

PDI  Lets  Spell    

.$   17 

Aerobics/ D 

.$  35 

Trains/D 

.$  29 

i:pfor(;rabs/CRT 

.$  29 

Cosmic  Life/CRT 

.$  25 

Delta  Music/CRT 

.$  29 

Business 


Atariwriter 

.$  79 

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Financial  Wizard   

Letter  Perfect    

.$  69 

Data  Perfect 

.$  79 

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.$  65 

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.$  45 

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.$  65 
.$  49 

Bank  Street  Writer 

Bank  Street  Speller 

.$  49 

Homeword   

.$  49 

Syn  File  +   

.$  65 

Syn  Text  

.$  23 

Syn  Mail 

.$  34 

Home  Accountant   

.$  48 

Tax  Advantage 

.$  39 

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Accountant 

.$  65 

Atspeller  

.$  33 

Diskette  Mailing  List 

.$  21 

Miles  Payroll  System  .... 

$119 

Atari  Accounting 

.$169 

Family  Finance 

.$  36 

File  Manager  800+ 

.$  65 

Bookkeeper 

.$105 

MAC  65  W/OS  A+ 

.$  59 

BASIC  XL        

.$  72 

BUG/65  W/OSA+    

.$  25 

Peripherals 

Alien  Voice  Box 

.$  99 

Bit  3 

80  column  board 

.$269 

Microtek  16K  RAM  .... 

.$  74 

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$149 

RAM  POWER  I28K   .. 

.$369 

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.$219 

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■  TOUCH  TABLET  .... 

.$  72 

■  CHALKBOARD  POWER          | 

■  PAD/w  cable 

.$  85 

1 095  East  Twain,  Las  Vegas,  NV  89 1 09      Mon.-Fn.  8  a.m.  to  6  p,m„  Sat.  9  a.m.  to  5  p.m. 

1-800-634-6766 

SHIPPING:  For  fast  delivery,  cashier  criecks,  money  orders  or  direcl  bank  wires  Persornal  arid  company  checks,  allow  3  weeks 
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on  weighi  S3  minimum  APO  and  FPO  orders,  S 1 0  minimum  and  1  5%  on  all  orders  over  $1 00  School  and  business  purchase 
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the  toolbox 


UPDATE  DISKS 
WITH  NOTE  AND 

POINT 


by  JERRY  WHITE 


K^' 


Atari  DOS  organizes  data  into  sectors, 
each  of  which  contains  128  bytes. 
Sometimes,  when  using  data  files,  we 
want  to  access  a  record  directly, 
without  having  to  go  through  the  time- 
consuming  process  of  checking  each 
record  in  the  file  in  sequence.  Using 
NOTE  and  POINT,  you  can  perform 
what  is  known  as  random-access 
updating. 

To  use  NOTE  and  POINT,  you  must 
first  open  a  file  (usually  a  data  file).  If 
you  want  to  determine  the  file's  physi- 
cal location  on  the  disk,  use  NOTE  X,Y.  This  returns  the 
current  sector  number  in  X,  and  the  current  byte  within 
that  sector  in  Y.  Use  POINT  to  point  to  a  particular  loca- 
tion in  a  sector,  also  with  values  for  sector  and  byte.  The 
location  that  is  POINTed  to  must  be  within  the  OPENed 
file's  bounds. 

USING    "TELEPHON"  DATA  FILES 

This  is  somewhat  different  from  the  method  used  in  the 
TELEPHON  program  (ANTIC,  Phone  Book,  February 
1984),  where  we  altered  records  by  updating  a  string  in 
memory.  The  TELEPHON  program  stores  all  of  your  data 
temporarily  in  RAM.  Random-access  updating  allows  you 
to  alter  data  directly  on  the  diskette,  as  long  as  you  don't 
change  the  size  of  your  data  file. 

In  response  to  reader  requests,  this  article  and  program 
demonstrate  how  to  use  the  NOTE  and  POINT  instructions. 
To  use  the  UPDATE  program,  you  need  a  data  file  generated 
by  the  TELEPHON  program  from  the  February  1984  issue 
of  ANTIC. 

A  few  words  of  caution  are  in  order  It  is  possible  to 
damage  your  data  file  if  you  enter  the  UPDATE  program 
incorrectly.  Before  using  this  program,  format  a  disk  and 
use  DOS  option  "O"  to  duplicate  your  "TELEPHON.DAT" 


SYNOPSIS 


This  article  shows  how  to  use  NOTE 
and  POINT  to  update  data  files  on 
disk.  The  program  requires  BASIC 
and  a  disk  drive,  and  works  on  all 
Atari  computers.  You  also  must  use  a 
data  file  generated  by  the  TELEPHON 
program  (ANTIC,  Phone  Book,  Febru- 
arv  1984 


file  onto  the  newly  formatted  diskette. 
If  anything  goes  wrong,  you  can 
always  make  another  duplicate  from 
your  original. 


THE  UPDATING  PROCESS 

We  begin  by  opening  our  data  file  as 
shown  in  line  720.  Notice  the  auxili- 
ary byte  12  in  the  OPEN  command.  If 
it  were  an  eight,  we  could  only  write 
and  create  a  new  file.  The  number  12 
allows  us  to  read  and  write. 

The  routine  that  begins  at  line  210 
reads  your  data  file  and  creates  an  index  by  storing  the  start- 
ing location  of  each  record  in  two  arrays.  The  variable  RECS 
is  used  as  a  record  counter.  Before  we  input  each  record, 
we  note  its  current  location  and  store  the  sector  and  byte 
numbers  in  the  variables  SEC  and  BYT.  'We  then  INPUT 
each  record,  and  display  the  record  number,  disk  location 
and  record  data  on  the  screen.  We  also  store  the  sector  and 
byte  locations  in  the  index  arrays.  Once  the  data  has  been 
indexed  in  this  way,  we  can  alter  as  many  records  as  needed 
without  rereading  the  entire  data  file,  and  without  reading 
the  entire  data  file  into  RAM. 

Since  we  now  know  where  each  record  begins,  we  can 
simply  point  to  the  desired  record  on  disk,  and  then  read 
it  into  a  string  (RECS),  as  shown  in  line  330.  We  next  make 
the  necessary  changes  using  string  manipulation,  and 
create  an  updated  record  in  the  string  called  WORKS. 
When  we're  ready  to  write  our  updated  information  back 
onto  the  disk,  we  simply  point  back  to  the  original  record 
position  as  shown  in  line  550,  write  the  data  onto  the  disk 
as  shown  in  line  560,  close  the  file,  and  then  reopen  it  for 
our  next  update. 

FURTHER  NOTES 

There  are  more  sophisticated  methods  of  random-access 


82 


ANTIC,  The  Atari  Resource 


the  toolbox 


updating,  but  this  one  is  tlie  easiest  to  understand.  To  use 
it,  you  must  know  the  record  numbers  of  each  record  you 
wish  to  update.  Therefore,  it  is  very  important  that  you 
malce  a  note  of  each  record  number  to  be  clianged.  You 
can  do  this  as  the  program  creates  its  index  and  displays 
the  necessary  information  on  the  screen.  To  stop  the  scroll- 
ing and  give  yourself  time  to  write  down  the  desired  record 
numbers,  press  [CTRL]  and  [1]  simultaneously.  To  continue, 
just  press  [CTRL]  and  [1]  again. 

If  you  still  don't  understand  how  the  program  works, 
study  the  program  listing.  When  you  read  a  BASIC  pro- 
gram listing,  it  helps  to  know  the  meaning  of  each  variable 
name.  Meaningful  variable  names  are  helpful,  but  a  few 
words  of  definition  also  can  make  a  big  difference. 

Chart  1  lists  all  variables  used  in  the  UPDATE  program 
and  briefly  describes  each  of  them.  To  make  these  descrip- 
tions easy  to  find,  the  variables  are  listed  alphabetically. 
String  names  are  followed  by  a  dollar  sign;  array  names 
are  followed  by  an  open  parenthesis  character.  All  other 
names  are  numeric  variables. 


B'              Chart  1        flHHH^^^Hi 

^mp       UPDATE  Variable  Descriptions 

IV    AREA$ 

area  code 

f          BYT 

byte  number  within  sector 

1        ByT( 

byte-number  array 

1           EXCH$ 

telephone  exchange 

!            FIRSTS 

first  name 

f            INLEN 

length  of  string 

LASTS 

last  name 

1           PNUMS 

last  four  digits  of  phone  number 

1          RECS 

record  data  read  from  disk 

1           RECS 

record-number  counter 

1           RNUM 

record  number  to  update 

L_.    SEC 

sector  number 

K    SE<=( 

sector-number  array 

r          USERS 

user's  input  from  keyboard 

1          WORKS  work  string  for  record  update 

Jerry  White  is  an  institution  in  the  world  of  Atari  com- 
puting, and  a  long-time  ANTIC  Contributing  Editor  This 
month's  column  inaugurates  "The  Tool  Box,"  a  new 
department  that  will  focus  on  utility  programs  written 
in  BASIC  or  for  use  with  BASIC.  Jerry  will  cover  other 
topics  on  an  intermittent  basis. 


READ_TELEPHON.DAT,_AND_CREATj 
SECTOR/BYTElLOCATION_ARRAYS_ 


100  REM  NOTE  &  POINT  DISK  UPDATE 

110  REM  BY  JERRY  WHITE 

115  REM  ANTIC  MAGAZINE 

120  REM  This  program  demonstrates 

130  REM  random  access  disk  updating 

140  REM  using  NOTE  and  POINT  . 

160  GOTO  600 

1  80  REM 

190  REM 

210  RECS  =  RECS-H  :NOTE  #1  , SEC, BYT 

220  INPUT  #1  ,  RECS  :  ?  :  ?  "Ij|*|i|jij  ■  ;  RECS  ; 

230  ?    ■■    CTlilTiin     -SEC;"    |j|Au     "  ;BYT:?    RE 

C$ 

240  SEC ( RECS)=SEC : BYT( RECS)=BYT : GOTO  2 

10 

250  RECS  =  RECS-1  :  POKE  752,0 

270     REM   lilJilill^Biliia 

290  TRAP  290:?  :?  '   ENTER  RECORD  NUMB 

ER  TO  UPDATE  OR" 

300  ?  "   TYPE  0  AND  RETURN  TO  QUIT";:I 

NPUT  RNUM 

310  RNUM=INT(RNUM) : IF   NOT  RNUM  THEN  5 

90 

320  IF  RNUM<1  OR  RNUM>RECS  THEN  ?  CHR$ 

(125):?  "   ENTER  A  NUMBER  FROM  1  TO  " ; 

RECS  :GOTO  290 

330  POINT  #1  , SEC(RNUM)  ,  BYT(RNUM)  :  INPUT 

#1  ,  RECS 
34  0  LAST$==REC$(  1  ,  12)  :  FIRST$  =  REC$(  13,  24 

) 

350  AREA$=REC$(25,27) :EXCH$=REC$(28,30 

) 

360  PNUM$=REC$ ( 31 , 34 ) : ?  CHR$(125) 

370  ?  "ENTER  UPDATED  INFORMATION  OR  JU 

ST" 

380  ?  "PRESS  RETURN  TO  LEAVE  ITEM  UNCH 

ANGED" 

390  WORK$="  " :W0RK$(34)="  ":W0RK$(2)=W 

0  R  K  S 

400     ?     :?    "LAST     NAME:     "  ;  L A  ST  $  :  I  N P UT     USE 

R  S 

410  INLEN=LEN(LAST$) : IF   NOT  INLEN  THE 

N  WORK$( 1 , 12)=REC$( 1 , 12) :GOTO  430 

420  WORK$( 1 , INLEN)=USER$ 

430  ?  :?  "FIRST  NAME:  "  ;  F  I  R S T $  :  I  N P U T  U 

S  E  R  S 

440  INLEN=LEN( FIRSTS ): IF   NOT  INLEN  TH 

EN  WORKS( 13 ,24)=REC$( 13,24) :GOTO  460 

450  WORKS( 13, 1 2+INLEN)=USERS 

460  ?  :?  "AREA  CODE:  ";AREAS:INPUT  USE 

R  $ 

470  INLEN=LEN( AREAS) : IF   NOT  INLEN  THE 

N  W0RK$(25 , 27)=REC$( 25 , 27) : GOTO  490 

480  WORKS  (  25  ,  24-i-INLEN)=USERS 

490  ?  :?  "EXCHANGE:  ";EXCHS:INPUT  USER 

continued  on  next  page 


April  1984 


83 


the  toolbox 


$ 

500  INLEN=LEN(EXCH$) : IF   NOT  INLEN  THE 
N  W0RK$(28 , 30)=REC$ (28, 30) :GOTO  520 
510  W0RK$(28,27+INLEN)=USER$ 
520  ?  :?  -NUMBER:  "  ;  P NUM$ : I N P U T  USERS 
530  INLEN=LEN(PNUM$ ) : IF   NOT  INLEN  THE 
N  W0RK$(31  ,34)=REC$(31  , 34)  :GOTO  550 
540  WORK$( 31  ,  30+INLEN)=USER$ 

POINT  #1  ,  SEC(RNUM) , BYT(RNUM) 

PRINT  #1 ;WORK$ 

CLOSE  #1:0PEN  # 1  ,  1 2  ,  0  ,  '  D : T E L E P H 0 N  . 


550 

560 

570 

DAT' 

580 

590 

OSE 

61  0 

630 


GOTO 
GRAPH 
#1  :  EN 
REM 
DIM  L 
EXCH$(3)  , 
640  DIM  S 
650  GRAPH 
KE  752, 1^ 
660  REM 
670  POKE 


290 

ICS  0:?  :?  ■BASIC 

D 


PR0GRAIV1_INITIALIZATI0N 


IS' 


CL 


AST$ (12),FIRST$(12),AR E  A  $  (  3  )  , 
PNUM$(4) , REC$(34) ,W0RK$(34) 
EC(500)  , BYT(500)  , USER$(  12) 
ICS  0:POKE  82,2: POKE  83,39:P0 
POKE  710,160 


DISABLE  B  R  E  A  K  K  E  Y 


16,64: POKE  53774,  1  1  2 


680  ?  :?  "  TELEPHON.DAT  RANDOM  ACCESS 

UPDATE  " 

690  ?  :?  ■■    INSERT  TELEPHON.DAT  DISK 

THEN"  

700  ?  :?  "       PRESS  miJJ  WHEN  READY 

"  :  ? 

710  POKE  755,2:IF  P E E K ( 5 3 2 7 9 ) <>6  THEN 

POKE  755,3:G0T0  710 

720  TRAP  650:CLOSE  #1:0PEN  #1,12,0,"D: 

TELEPHON.DAT" 

730  RECS  =  0:?  CH R $  (  1 2 5 ) : T R A P  250:GOTO  2 

10 


TYPO  TABLE 


Variable  checksum  =  494212 

Line  num  range  Code  Lengtii 

1 00     -  230        CB  341 

240     -  370        EI  494 

380     -  490        PU  476 

500     -  630        VN  484 

640     -  730        SU  501 


□ 


UNLEASH 
YOUR 

mm: 


SHAPES  AND  SOUNDS 
FOR  THE  ATARr 


Herb  Moore 

You  only  need  a  beginner's  skills  in         Two  S'/^ 
Atari  BASIC  to  embark  on  an  exciting 
journey  through  color  and  sound. 
Shapes  and  Sounds  for  the  Atari  is 
your  guide. 


Shapes  and  Sounds  for  the  Atari  lets 
you  unleash  your  micro's  sound  and 
graphics  capabilities  for  stunning 
results.  Turn  your  Atari  into  a  music 
synthesizer  that  accompanies  Itself 
with  brilliant,  constantly  changing  pat- 
terns. Create  new  computer  games 
the  whole  family  will  enjoy.  Dozens  of 
sound  and  graphics  routines  on  your 
program  disk  can  be  expanded  or 
adapted  to  form  a  virtually  limitless 
library  of  kaleidoscopic  effects. 


ATAR!^  I.S  □  registered  Iradeinark  oj  Alari.  !nc        10158 


disks  with  documentation 
for  the  Atari  400,  800,  or  XL  series 
with  32K  minimum  memory. 
(0  47188547-9)     $45.00 
Look  for  Wiley  Professional  Software 
at  your  favorite  computer  store. 
For  faster  service 
CALL  TOLL  FREE 

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In  New  Jersey,  call  collect  (201)  342-6707 

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VISA,  MasterCard,  American  Express 

accepted  on  phone  orders. 

Or  write  Kent  Livingston  for  further 

information. 

WILEY  PROFESSIONAL 
SOFTWARE 

A  division  of  John  Wiley  &  Sons,  Inc. 

605  Third  Avenue      W'         W7         ^ 
New  York,  N.Y.  %  m  7 

4  1711       PROFESSIONAL 


Unlocking  the  power  of  computing 


->(.  SOFTWARE 


84 


ANTIC,  Ttie  Atari  Resource 


The  opening  screen  of  this  game  says 
"Game  Over."  To  play,  just  plug  a 
joystick  into  Port  1  and  press  the  fire 
button. 

In  Arena  Psychotica,  your  player  is 
the  driver  of  a  small  race  car,  which 
is  controlled  by  the  joystick.  Your  ob- 
ject is  to  clear  as  many  waves  as  pos- 
sible. To  clear  a  wave,  pick  up  all  the 
prizes  that  are  scattered  about  the 
arena  by  running  your  car  over  them. 
Each  time  you  pick  up  a  prize,  your 
car's  speed  increases.  Meanwhile,  a 
monster  moves  about  the  arena  at  ran- 
dom, leaving  a  deadly,  checkered  trail. 
If  you  touch  the  monster,  his  trail,  or 
your  own  trail  with  your  car,  you  lose 
a  life. 

Each  wave  contains  one  yellow  dot, 
or  energizer.  If  you  hit  the  energizer, 
you'll  turn  briefly  into  a  Gobbler. 
While  you're  in  this  powerful  form, 
you  can  eat  your  way  through  the 


F 


SYNOPSIS 


" 


This  very  challenging  arcade  game 
pits  you,  as  a  race  car  driver,  against 
iifl  monster  that  leaves  a  deadly  trail 
behind  it.  The  program  runs  on  all 
Atari  computers,  and  requires  I6K 
(24 K  for  disk)  and  BASIC. 


monster's  trail,  as  well  as  your  own. 
You  receive  one  point  for  each  piece 
of  trail  that  you  ingest.  When  you  hear 
the  tone  change  in  pitch,  it  means  that 
your  energy  quotient  is  almost  used 
up,  and  that  you'll  return  to  your 
original  form  shortly. 

For  each  100  points  you  score,  you'll 
receive  an  extra  car.  At  the  start  of  each 
new  wave,  an  additional  prize  is  added 
to  the  total  you  must  pick  up.  And 
every  fifth  wave,  a  new  type  of  prize 
is  offered.  The  game  ends  after  the 
completion  of  24  waves.  To  restart, 
press  the  joystick  button. 


Erik  Wolpaw  is  a  junior  at  Cleveland 
Heights  High  School  in  Cleveland, 
Ohio.  ANTIC  published  an  earlier 
game  of  Erik 's.  Air  Raid  2000,  in 
November  of  1983- 

continued  on  next  page 


April  1984 


85 


bonus  same  w 


9  REM  ARENA  PSYCHOTICA 

1  REM  RY  E.F.  WOLPAW 

2  REM  ANTIC  MAGAZINE  APRIL  1984 

3  W=e:MA=3:D=1 

5  GOSUR  200:GGSUR  700:GOSUR  600:PGKE  7 
56, PEEK(  106)  :GGSUG  800:GOSUB  400:GOSUB 

300 

6  POKE  Z07,PEEK(88)  :POKE  2 08  ,  P E EK ( 89  )  : 
GOSUR  100:GOTO  1500 

7  SETCOLOR  4  ,  0 , 11 : S ETCO L OR  0,1,12:SETC 
OLOR  1.3,8:SETC0L0R  2 , 0 , 0 : W=0 : GOSUR  10 
0 

10  POKE  1537,14:P0KE  2 04  ,  P E EK ( 89  ) +  1 : PO 
KE  1538,75:P0KE  1539,1:P0KE  1541,0:POK 
E  208,PEEK(8g)+1 :POKE  1791,10 

12  POKE  1791  ,INT(RND(1 )*255)  +  1 

15  X=USR(1542) :X=USR(1684) 

17  TI=TI+1 :TI=TI-2»(TI=3) :POKE  7  56, PEE 

K(106)+8MTI=2)  :FOR  1=1  TO  50-(T*3):NE 

XT  I 

20  IF  PEEK(1540)=0  AND  PM=0  THEN  15 

21  A=PEEK(1540):IF  A=3  THEN  GOSUR  3000 
:GOTO  40 

22  IF  PM=1  THEN  45 

25  IF  A=1  OR  A=4  OR  A-1 7  OR  A=100  THEN 

1000 
3  0  T=T+1 :N=N-1 : SOUND  2,115,10,15:FOR  I 
=1  TO  30:NEXT  I:SOUND  2,0,0,0:IF  N=0  T 
HEN  SOUND  1  ,0,0,0:GOSUR  100:GOTO  10 
33  IF  PM=1  THEN  15 
35  SOUND  1 ,250-T*6,6,6:GOTO  15 
40  POKE  1541.5:S0UND  1 , 0 , 0 , 0 : PM=1 : PT=3 
0:POKE  1539,0:GOTO  15 
42  IF  A<19  OR  A>25  THEN  15 

45  PT=PT-1:IF  PT<0  THEN  POKE  1541, 0:PM 
=0:POKE  1539,1:S0UND  2,0,0,0:GOTO  35 

46  D=D*(-1  )  :SOUND  2  ,  1  00+ (  D*  2  0  ) +4  0*  ( '•T< 
6), 10, 4 

48  PE=PEEK(1540) :IF  PE=0  OR  PE=1  OR  PE 
=100  THEN  65 

54  IF  PE>19  AND  PE<25  THEN  30 

55  IF  PE=17  OR  PE=4  THEN  1000 
60  GOTO  15 

65  IF  PE=0  THEN  15 

66  IF  PE=100  THEN  PT=PT-5 

67  SC0=SC0+1:IF  SCO/ 1 00=1  NT ( SCO/ 1 00 )  T 
HEN  GOSUB  2500:MA=MA+1 iPOSITION  7,19:? 

•CARS—  ;IIIIA 
69  POSITION  6,20:?  -SCORE— ;  SCO 
72  GOTO  15 
95  REM  NEXT  LINE  HAS  42  SPACES 

100  FOR  1=0  TO  22:P0SITI0N  0,1:?  " 

:NEXT  I:S0UND  2  ,  0 , 0 , 0 : GOSUR  300 

101  POKE  752,20:T=0:POKE  1 54 1 , 0 : PM=0 : P 
OKE  1539,1 


102  POSITION  7,19:?  " C AHS— ; MA : POS IT  I  0 
N  6,20:?  ••SCOBE—;  SCO:  POSITION  2,21:? 


p  s  y  c  h  0  t  I  G  a 


104  W=W+1:IF  W=2  4  THEN  2000 

C=INT(W/5)+51 :FOR  1=1  TO  W 

T(HND(1)*37)+2:Y=INT(RND(1)*16 
TE  X,  Y,R:IF  R<>32  THEN  1 19 
=27  AND  Y=7  THEN  110 
TION  X.Y:?  CHR$(52+INT(W/5) ) :N 


105 

110 

)+3; 

112 

1  15 

EXT 

1  17 

120 

)+3 

122 

125 


X=IN 

LOCA 

IF  X 

POSI 

I 

N=W 

X=IN 

LOCA 

POSI 

FOR 


T(RND(1)*37)+2:Y=INT(RND(1)*16 

TE  X,Y,R:IF  H<>32  THEN  120 

TION  X.Y:?  "#•• 

1=1  TO  W:POSITION  1,0:?  CHRS(5 
2+IHT(I/5) ) :NEXT  I:SOUND  1,250-1*6,6,6 
:RETURN 

200  DATA  104,172,2,6,173,120,2,201,13, 
240, 66, 201, 14, 240, 82, 201, 11, 240, 42, 201 
,7,240,6,173,1.6,76,13,6,141,1,6,173 
205  DATA  3,6,145,203,200,208,2,230,204 
,177, 203, 141, 4. 6, 173, 1,6. 24,  109, 5, 6,  14 
5,203, 152,  141  ,2 

210  DATA  6,96,141.1,6,173.3,6,145,203, 
136, 208, 226, 198, 204, 76, 48, 6,  141,  1,6,  17 
3,  3, 6,  145, 203, 152, 24, 105, 40,  144,  2 
215  DATA  230,204,168,76,48,6.141,1,6,1 
73, 3, 6, 145, 203. 152, 56, 233, 40, 176, 2, 198 
,204,168,76,48.6 

220  FOR  1=1542  TO  1662:READ  X:POKE  I,X 
:NEXT  I:RETURN 
300  POKE  559,34 

302  FOR  1  =  1  TO  18:P0SITI0N  0,1:?  " $"  ;  : 
POSITION  39,1:?  ••$";:NEXT  I:FOR  1  =  0  TO 
39: POSITION  1.1:?  " $" ; 

305  POSITION  1,18:?  " $"  ;  :NEXT  I 

306  FOR  1=3  TO  16:P0SITI0N  2,1:?  -$--;: 
POSITION  37,1:?  ••$';:NEXT  I:FOR  1=4  TO 

16  STEP  2:P0SITI0N  2,1:?  "I"; 

307  POSITION  37,1:?  ■•1"::NEXT  I 

310  FOR  1=1  TO  18  STEP  2:P0SITI0N  0,1: 
?  "  1"  ;  :POSITION  39,1:?  ■•1";:NEXT  I:FOH 

1=0  T038  STEP  2:P0SITI0N  1,1:?  "1"; 
315  POSITION  1.18:?  "1";:NEXT  I:RETURN 

RESTORE  425:P0KE  D L+23 , P E EK ( D L+2 3 ) 

:FOR  1=1663  TO  1683:READ  X:POKE  I, 

XT  I  :POKE  513,6:P0KE  512,127 

POKE  54286,  192:RETURN 

DATA  72,169,14,141,10,212,141.22,2 

69,0,141,26,208,169.224,141,9,212, 

64 

DL=PEEK(56  0)+256*PEEK(561 ) :POKE  DL 

EEK(DL+3)+2:F0R  I=DL+6  TO  DL+23:P0 

,4:NEXT  I 

FOR  I=DL+24  TO  DL+28:P0KE  I,6:NEXT 


400 

+  128 

X:NE 

405 

425 

08,  1 

104, 

600 

+  3,P 

KE  I 

605 


86 


ANTIC,  The  Atari  Resource 


I  bonus  same  I 


I:RETURN 

700    DATA    112,235,235,40,40.235,235,195 

,195, 104, 195, 195, 235, 235, 40, 40, 235,  235 

,88, 207, 207, 168, 168, 168, 168, 207, 207 

705    DATA    56,243,243,42,42,42,42,243,24 

3, 8, 192, 192, 48, 48, 12, 12, 3, 3, 160, 12,  12, 

48,40,40,170,40,40 

707    DATA    24,20,20,85,85,85,85,20,20 

710    DATA    32,255,255,255,255,255,255,25 

5,255,136,170,170,170,170,170,170,170, 

170 

715    DATA    96,20,20,64,64,64,64,20,20,12 

8, 20, 20, 1,1, 1,1, 20, 20, 144, 20, 20, 65, 65, 

65, 65, 0,0, 152, 0,0, 65, 65, 65, 65, 20, 20 

720    DATA    168,130,130,0,0,0,0,130,130,1 

76,5,5,60,12,15,12,51,34,184,60,60,255 

,119,1 19,255,255,51 

723    DATA     192,252,60,252,48,56,48,204,2 

04 

725    DATA    400,60,227,60,60,60,195,195,0 

,800, 165. 165, 165, 165, 90, 90, 90, 90 

745    DATA    -1 

750    POKE     106, PEEK( 106)-8:6RAPHICS     0:ST 

=PEEK(106)*256:RESTORE     700 

755  READ  R:IF  R=-1  THEN  762 

760  FOR  1=0  TO  7:HEAD  Z:POKE  R+I+ST,Z: 

NEXT  I:GOTO  755 

762  POKE  106,PEEK( 106)-8 :ST1=PEEK( 106) 

*256:REST0RE  770 

764  READ  R:IF  R=>-1  THEN  RETURN 

766  FOR  1=0  TO  7:READ  Z:P0KE  R+I+ST1,Z 

:NEXT  I:GOTO  764 

770  DATA  112,235,235,40,40,235,235,195 

,195,  104, 195, 195, 235,  235. 40, 40,  235,  235 

,88,207,207, 168, 168,  168,  168,207,207 

775  DATA  56,243,243,42,42,42,42,243,24 

3, 8, 3, 3, 12, 12, 48, 48, 192, 192, 160, 48, 48, 

48,40,40, 170,40,40 

780  DATA  136,255,255,255,255.255,255.2 

55, 255, 32, 170, 170, 170, 170, 170, 170, 170, 

170 

782  DATA  192,252.248,252,48,48,56,48,4 

8 

787  DATA  96,20.20.85,85.85,85.20,20,12 
8,20,20,85,85,85,85,20,20,144,20,20,85 
,85,85,85,20.20 

788  DATA  15  2,20.20,85,85,85,85,20,20 

789  DATA  168,0.0.40.40,40.40.0.0.176,2 
0,20, 12, 63, 12, 12, 51, 34, 184, 60, 60. 255. 2 
21  ,221 ,255,255,204 

790  DATA  400,0,60,203.60.60.60.60,60.8 
00.90.90,90,90, 165, 165, 165, 165 

795  DATA  -1 

800  DATA  165,207,133,205,165,208,133,2 

06 

803  DATA  104,172,255,6,173.10.210.41.3 


,201 ,3,240,53,201 ,2,240,65 

805  DATA  201,1,240,33,240,0.169.100,14 

5,205. 200.208.2.  230.206.  177 

810  DATA  205,208.17.169,50,24,145,205, 

165, 205, 133,  207, 165,  206,  133. 208. 152. 14 

1  ,255 

815  DATA  6,96.169,100.145.205,136.208, 

227,  198,  206,  7  6,188,6,169,100 

820  DATA  145.205,152,24,105,40,144,2,2 

30,206, 168,76,188,6.169,100 

825  DATA  145,205,152,56,233,40,176,2,1 

98,206,  168,76,188,6 

840  RESTORE  800:FOR  1=1684  TO  1789:REA 

D  X:POKE  I,X:NEXT  I:RETURN 

1000  MA=MA-1 :GOSUB  1600:IF  MA=0  THEN  1 

5  0  0 

1005  W=W-1:GDSUB  100:  GOTO  10 

1500  POKE  559,34:S0UND  1 , 0 . 0 , 0  :  POSITI  0 

N    6,19:P0KE     77,128:?    "GAIIIIE     OVER":IF    ST 

RIG(0)=1     THEN     1500 

1505     SCO=0:MA=3 :POKE     77,0:GOTO     7 

1600  FOR  1=44  TO  0  STEP  -1:S0UND  1,20+ 

I*2,8,10:SETCOLOR  1,0,1 1-1 NT(I/4):SETC 

OLOR  2,0,1 1-INT(I/4) :NEXT  I 

1605  SOUND  1 ,75,8, 15: ICR=0.79+6/100:Vl 

=15: V2=15:V3=15 

1610  R=INT(RND( 1 )*15)+1 :SETCOLOR  1,3,R 

:SETCOLOR  2,3.R:S0UND  0  ,  2 0  .  8  .  V  1  : SOUND 

2  4  0  8  V  2 

1615'SOUND  3,70,8,V3:V1=V1*ICH:V2=V2*( 
ICR+0.05) :V3=V3* (ICR+0.08) :IF  V3>1  THE 
N  1610 

1620  POKE  559,0:FOR  1=0  TO  3:S0UND  1,0 
,0,0:NEXT  I:SETCOLOR  1  .  3 . 8  :  SETCO L OR  2. 

0.0:RETURN  

2000    POSITION     1.19:?    " lUililIillllHlliliil" 

:POSITION  3.20:?  "YOU  HAVE  WON--:GOTO  1 

5  0  0 

2500  DATA  108.15,1,1,108,15,1,1,108,7, 

128,25,144,25,162,25,1,15.81.15.0,0 

2505  RESTORE  2500 

2510  READ  X.Y:IF  X=0  THEN  SOUND  2.0.0. 

0  '  R  E  T  U  R  N 

2520  SOUND  2.X.10,15:FOR  1=1  TO  Y:NEXT 

I:GOTO  2510 
3000  DATA  81,10,1,1,81,10.1,1,81,10.1, 

1  ,81  ,20,91  ,45,96. 10.81  .50. 0.  0 
3005  RESTORE  3000 

3010  READ  X,Y:IF  X=0  THEN  RETURN 

3020  SOUND  1  ,X,  10,15:FOR  1=1  TO  Y:NEXT 

I  :GOTO  3010 
7301  DATA  486,130.130.0,0,0,0,130,130, 
494, 5, 5, 60,  12, 15, 12. 51. 34, 502, 60, 60, 25 
5,119,119, 255, 255, 51 

continued  on  page  102 


April  1984 


87 


microscreens 


"Jim,"  a  self-portrait  by  Jim 
Hood,  is  one  of  the  most 
accomplished  microscreens 
we've  seen  to  date.  To  pro- 
duce the  drawing,  a  slide 
was  projected  onto  the  TV 
screen  and  traced.  Embellish- 
ments were  then  made 
with  Micro-Painter.  This  is 
Jim's  second  published 
microscreen. 


"Greece,"  by  Chyrene 
Pendleton,  constitutes 
another  second  appearance 
in  Microscreens.  This  stark 
but  evocative  scene  was 
also  executed  with  Micro- 
Painter. 


"Ancient  Civilization,"  by 
Edward  Bever,  was  also 
drawn  with  Micro-Painter. 
Edward  submitted  a  series 
of  eight  sketches  that  show 
the  picture's  developmental 
path.  The  background  was 
laid  down  first,  then  details 
were  added.  Edward  also 
writes  product  reviews  for 
ANTIC. 


88 


ANTIC,  The  Atari  Resource 


Make  art  with 
your  Atari! 


Create  a  microscreen  with 
your  Atari  computer  and 
see  it  pubiislied  in  ANTIC! 
Many  techniques  exist,  in- 
cludins  the  use  of  commer- 
cial products  such  as 
Micro-Painter,  Graphic 
Master,  PAINT,  Fun  With 
Art  and  Drawit?  Or  you 
may  want  to  use  Keystroke 
Artist,  a  graphics  utility  pro- 
gram that  appeared  in  the 
August  1983  issue  of  ANTIC. 
Send  your  creations  to 
Microscreens,  care  of 
ANTIC,  on  disk,  and  accom- 
pany them  with  loading 
instructions  and  a  short 
biographical  note  about 
yourself.  Good  luck! 

*Micro-Painter  and  Graphic 
Master  are  products  of 
DataSoft,  9421  Winnetka 
Ave.,  Chatsworth,  CA  91311. 
PAINT  is  a  product  of  Atari, 
Inc.  Fun  With  Art  is  a  prod- 
uct of  Epyx,  1043  Kiel 
Court,  Sunnyvale,  CA  94089. 
Drawit  is  a  product  of  AFX 
(Atari  Program  Exchange), 
P.O.  Box  3705,  Santa  Clara, 
CA  95055. 


i: 


^.  M  k     A 


•1  %y/ii  J  im 


^IL 


wfVitfH^JT 


Did  you  know  that  the 


Atari  Computers  are  the  Official 


home  computers  of  the 


1984  SUMMER  OLYMPICS? 


Well,  what  are  you  going  to 


do  about  it? 


Exercise  your  Atari  and  your  brain. 
Show  us  your  Stuff! 


If  it  is  truly  Olympian,  we  will  print 


your  article,  program,  game  or  art  in 


^r ^^   The  ATARI  Resource 


ATARI 


April  1984 


.-^M 


89 


assembly  languase 


PAST  PAGE 
SIX 

Safe  storage  areas  for 
machine-language  subroutines 


Page  Six  is  an  area  of  RAM  (decimal 
I536-I79I)  in  all  Atari  computers  that 
was  set  aside  for  use  by  the  program- 
mer. It's  special  because  it's  protected 
—  under  most  circumstances,  the 
computer's  other  operations  won't  af- 
fect what's  there.  Dozens  of  utilities 
and  subroutines  have  been  written  for 
Page  Six.  Unfortunately,  it  only  con- 
tains 256  bytes,  so  room  is  limited. 

If  you  need  more  space,  the  standard 
procedure  is  to  move  MEMLO  (the 
beginning  of  the  memory  that  is 
available  to  you  for  BASIC  program- 
ming) higher,  and  fit  the  additional 
program(s)  below  this  BASIC  user 
space.  The  disadvantage  of  this  pro- 
cedure is  that  it  takes  memory  space 
away  from  your  BASIC  program.  Also, 
initialization  and  RESET  routines  must 
be  handled  correctly  or  the  added 
code  will  be  lost. 

My  technique  allows  those  of  you 
with  DOS  2.0s  systems  to  add  many 
extra  programs  and/or  routines.  These 
will  be  protected  from  the  Operating 
System,  and  will  be  unaffected  by 
RUN,  NE"W,  and  pressing  [SYSTEM 
RESET]. 

STORING  ROUTINES 
IN  DOS  RAM 

The  Disk  Operating  System  (DOS)  is 
nothing  more  than  a  collection  of 
machine-language  routines  that  per- 
form functions  such  as  reading  the  disk 
directory,  coordinating  disk  input  and 


by  VERN  MASTEL 


SYNOPSIS 

The  techniques  and  memory  loca- 
tions referred  to  in  this  article  pertain 
<))Hy  to  Atari  DOS  2.  OS,  which  is  by  far 
the  most  widely  used  form  of  DOS  for 
Atari  computers.  Do  not  use  tijese 
techniques  with  any  other  type  of  DOS 
a'.}^.,  OS/A+,  DOS  XL,  DOS  30,  etc.). 

output,  and  handling  files.  Some  rou- 
tines are  used  heavily,  some  hardly  at 
all.  Simply  put,  my  technique  locates 
routines  in  little-used  areas  of  DOS 
RAM  when  you  don't  have  enough 
room  for  them  in  Page  Six.  However, 
you  must  be  very  careful  when  you 
choose  locations  in  DOS  for  your 
routines. 

SPECIFIC  LOCATIONS 

Locations  3033  to  3741  (decimal)  con- 
tain the  XIO  routines  that  are  used  by 
BASIC  to  perform  certain  DOS  func- 
tions. A  total  of  708  bytes  are  available 
here.  However,  if  you  use  this  space  to 
store  routines  and  then  call  DOS,  you 
won't  be  able  to  use  functions  such  as 
Rename,  Lock,  and  Unlock,  because 
the  routines  will  have  been  overwrit- 
ten. To  avoid  this  problem,  you  can 
selectively  overwrite  the  XIO  routines 
you  won't  have  any  need  for.  You  can 
find  the  source  code  for  these  routines 
in  Inside  Atari  DOS  by  Bill  Wilkinson. 
Locations  5947  to  6043  contain  the 


routine  that  creates  MEM.SAV.  There 
are  96  bytes  here  —  enough  to  store 
a  lot  of  short  routines.  And  you'll  never 
miss  MEM.SAV. 

Locations  6781  to  7419  contain  the 
data  and  disk-drive  buffers.  Here  you 
begin  to  tread  on  thin  ice,  because 
these  buffers  are  used  in  various  com- 
binations, depending  on  which  func- 
tion of  DOS  is  being  used.  Make  sure 
that  everything  operates  properly 
before  committing  your  program  to  us- 
ing this  area.  Otherwise,  you  may  find 
that  your  "squatter"  program  has  been 
evicted  by  the  Operating  System. 

FINAL  NOTES 

"Squatter"  programs  are  usually  un- 
affected by  events  within  the  Operat- 
ing System.  If  you  write  DOS  files  to 
disk  when  a  "squatter"  is  resident,  the 
program  is  written  right  along  with 
DOS.  If  you  boot  that  disk,  the  "squat- 
ter" is  loaded  back  into  its  proper 
place,  and  can  be  accessed  as  before. 
If  you  wish  to  relocate  routines  from 
Page  Six  to  DOS,  you  may  need  an  as- 
sembler. Non-relocatable  programs 
must  be  reassembled  at  their  new 
location. 

Vern  Mastel  is  the  manager  of  a  Team 
Electronics  store  in  Bismarck,  North 
Dakota,  where  he  sells  computers  and 
related  equipment.  His  favorite  pas- 
time is  writing  programs  for  the 
Atari.  Q 


90 


ANTIC,  The  Atari  Resource 


beyond  the  basics  I 


PRINTERS  AND 
SPOOLERS 

The  more  you  spend,  the  more  you  save  .  .  , 


As  a  professional  programmer,  your 
basic  product  is  your  time.  The  effi- 
ciency with  which  you  use  that  time 
determines  the  number  of  jobs  you  can 
complete  in  a  given  period,  which,  in 
turn,  determines  your  income,  "^bur 
time  is  valuable  —  you  cannot  afford 
to  waste  it. 

When  we  recommend  certain  time- 
saving  accessories  to  fellow  program- 
mers, some  of  them  are  horrified  at  the 
cost.  However,  when  you  program  for 
a  living  nearly  anything  that  increases 
your  efficiency  is  cost-effective. 

SAVE  BY  SPENDING 

For  example,  the  most  expensive  item 
that  we  recommend  as  a  programming 
tool  is  the  Corvus  hard  disk  with  10 
megabytes  of  storage  capacity.  It  costs 
S30()0,  but  it  runs  ten  times  faster  than 
the  Atari  810  and  stores  128  times  as 
much  data. 

Think  of  S3000  as  100  hours,  or 
two-and-a-half  weeks  of  your  time,  at 
S30  per  hour.  In  one  year,  you'll  save 
considerably  more  than  100  hours  by 
using  the  Corvus.  After  all,  in  the 
course  of  a  typical  game's  develop- 
ment hundreds  of  assemblies  are  ac- 
complished, and  each  of  these  is 
delayed  if  it  has  to  wait  for  access  to 
a  floppy  disk.  The  Corvus  can  pay  for 
itself  by  saving  you  that  100  hours  of 
waiting  for  disk  access. 

A  NEED  FOR  PRINTING  SPEED 

N'ow  let's  look  at  printers,  with  speed 
as  our  primary  criterion.  Think  of  the 


by  DAVID  and  SANDY  SMALL 

number  of  times  you've  had  to  sit  and 
wait  impatiently  for  a  printout  to  finish 
being  printed.  We  used  to  waste  a  lot 
of  time  just  watching  the  print  head  do 
its  thing,  because  there  was  nothing 
else  we  could  do.  The  computer  was 
tied  up,  and  besides,  we  couldn't  tell 
what  else  needed  to  be  done  until  we'd 
seen  the  hard  copy. 

THE  OKIDATA'S 
ADVANTAGES 

We  recently  decided  that  we  needed 
a  faster  printer  than  our  trusty,  but  rela- 
tively slow,  Epson  MX-80.  We  ended 
up  with  an  Okidata  Microline  84,  for 
the  following  reasons: 

•  It's  a  132-column  printer.  Most 
assembler  listing  lines  exceed  80 
columns,  especially  if  the  program  is 
adecjuately  commented. 

•  The  Okidata's  speed  is  200  char- 
acters per  second  (cps),  and  it  features 
bi-directional  seeking. 

•  It  has  a  fast  linefeed.  This  feature 
deserves  further  explanation,  since  it's 
the  main  reason  that  we  didn't  simply 
buy  a  faster  Epson. 

If  you  listen  to  an  Epson  while  it's 
printing,  you'll  hear  a  "zzt,"  a  pause, 
a  "zzt,"  another  pause,  and  so  on.  The 
"zzt  "  sound  accompanies  the  printing 
process  while  the  pause  indicates  that 
the  Epson  is  slowly  advancing  the 
paper.  It  actually  takes  it  longer  to 
advance  the  paper  than  to  print  a  line! 

The  Okidata,  on  the  other  hand, 
produces  a  sound  more  like  "zzt-zzt- 
zzt."  It  feeds  the  paper  very  quickly. 


So  while  the  Okidata  is  rated  at  200 
cps,  and  the  Epson  FX-80  at  160  cps, 
the  real  difference  between  the  two  is 
much  greater  than  40  cps. 

•  The  Okidata's  correspondence- 
quality  printing  looks  very  good.  To 
achieve  this  effect,  it  overprints  each 
line  several  times,  which  fills  in  the 
gaps  between  the  dots.  Keep  in  mind 
that  a  true  daisywheel  printer  in  this 
price  range  (about  $1000)  prints  very 
slowly  —  about  10  cps.  The  Okidata's 
correspondence  mode,  on  the  other 
hand,  works  at  50  cps. 

•  The  Okidata  has  a  friction  feed  for 
non-tractor  paper,  such  as  letterhead. 
The  MX-80  only  handles  tractor-fed 
paper. 

These  considerations  were  the  most 
important  ones  for  us  in  choosing  our 
office  printer.  We've  never  regretted 
the  decision  or  the  SIOOO  we  spent  for 
the  Okidata. 

THE  ATR  8000 

Our  next  goal  was  to  free  up  the  com- 
puter during  the  printing  process.  Nor- 
mally, you  cant  do  anything  with  the 
computer  until  a  printout  has  been 
finished.  But  by  attaching  a  device 
known  as  a  spooler  between  the  com- 
puter and  the  printer,  you  can  start  to 
use  the  computer  almost  immediately 
after  beginning  to  print. 

The  ATR-8000,  along  with  its  many 
other  capabilities,  can  act  as  a  printer 
buffer.  When  you  start  to  print,  the 

continued  on  next  page 


April  1984 


91 


SEEKS 
AUTHORS 

for 

BOOKS 


SOFTWARE 

A4AGAZINE 
ARTICLES 

Flat  rate 
or  Royalty 

Prompt 
Response 

For  details,  send 

self-addressed 

stamped  envelope  to: 

AUTHOR  INFO 

Vo  ANTIC 

524  Second  Street 

San  Francisco,  CA  94107 


beyond  the  basics 


ATR  accepts  data  from  the  computer 
at  about  960  characters  per  second  — 
or  as  fast  as  the  computer  can  trans- 
mit it  through  the  serial  port .  The  ATR 
stores  the  data  in  its  own  memory. 
Meanwhile,  a  second  driver  in  the  ATR 
begins  to  dump  its  memory  to  the 
printer.  Thus,  ATR  acts  like  a  dam,  fill- 
ing at  960  cps  and  draining  at  200  cps. 
The  64K  ATR  can  hold  52,000  charac- 
ters, while  the  I6K  ATR  holds  about 
12,000. 

Once  the  Atari  has  finished  sending 
data  to  the  ATR,  you  can  use  the  com- 
puter to  do  something  else  while  the 
ATR  continues  to  print  automatically. 
If  your  text  exceeds  the  buffer's  size, 
you'll  have  to  wait  until  52K  or  less  re- 
main to  be  printed,  but  at  least  you 
won't  have  to  wait  for  the  entire 
printout. 

OTHER  FACTORS 

There  are  other  spoolers  on  the 
market.  However,  none  of  them  can 
match  the  ATR's  many  capabilities  at 
the  same  price,  which  is  why  we 
recommend  the  ATR  so  strongly.  Also, 
if  you're  looking  for  a  printer  interface, 
you  should  consider  the  ATR  before 
purchasing  an  850.  It'll  cost  you  more 
money,  but  you'll  be  much  happier 
with  the  ATR  in  the  long  run. 

Our  cost  for  ail  of  this  equipment 
was  about  $1500,  which  is  equivalent 
to  about  50  hours  of  programming 
time.  But  by  using  the  ATR  and  the 
Okidata  in  combination  we  easily 
saved  that  much  in  only  one  month  of 
heavy  use. 

Epson  printers  have  a  strong  repu- 
tation for  durability  and  reliability.  The 
Okidata  matches  this  standard  easily. 
In  over  a  year  of  heavy  use,  it  has  never 
failed  us.  In  fact,  we  found  the 
Okidata's  tractor  feed  to  be  slightly 
superior  to  that  of  the  MX-80,  because 
it  is  more  trouble-free.  The  Okidata's 
only  drawback  is  that  it's  rather  noisy. 
If  you  can  do  so,  it's  best  to  keep  it  in 
a  separate  area,  where  the  noise  won't 
disturb  you.  One  final  tip:  when  the 


Okidata's  ribbons  wear  out,  insert  a 
half-twist  on  either  end  and  use  the 
bottom,  fresh  part  of  the  ribbon.  This 
will  double  the  ribbon's  useful  life. 

ON  A  BUDGET? 

If  SI5OO  is  a  little  more  than  your 
budget  can  handle,  we  can  recom- 
mend some  lower-priced  alternatives. 
The  Okidata  92  printer,  which  retails 
for  $595,  offers  80  columns  (132  in 
condensed  mode)  and  prints  at  I6O 
cps.  Again,  it's  effectively  much  faster 
than  the  Epson  FX-80  (also  rated  at  I6O 
cps),  because  of  the  faster  paper  feed. 
The  92  also  has  a  very  nice  correspon- 
dence-quality mode. 

In  terms  of  interfaces  and  printer 
buffers,  we  still  strotigly  recommend 
the  ATR-8000,  despite  the  expense.  In 
the  application  noted  above,  the  ATR 
was  used  only  as  a  printer  interface  and 
spooler,  but  it  can  be  expanded  in  so 
many  different  ways  that  it  is  an  excel- 
lent investment  for  your  system.  If  you 
cannot  afford  the  64K  model  ($500), 
get  the  16K  model  ($350)  and  upgrade 
it  when  you  can. 

We  hope  you  enjoyed  this  month's 
column.  Please  write  to  "Beyond  the 
Basics"  (formerly  "Systems  Guide"), 
in  care  of  ANTIC,  if  you  have  any  ques- 
tions or  suggestions.  We  enjoy  hearing 
from  you,  and  have  learned  a  great  deal 
from  your  letters.  Please  don't  be 
offended  if  it  takes  us  some  time  to 
answer;  it's  difficult  to  respond  to  all 
of  the  mail  that  comes  in,  but  we  do 
try. 

David  and  Sandy  Small  are  profes- 
sional programmers  who  work  exten- 
sively with  Atari  computers  and 
Atari-compatible  peripherals  and 
software  to  produce  cotnfnercial  soft- 
ware for  the  Atari.  In  Beyond  the 
Basics  (formerly  Systems  Guide),  they 
share  discoveries,  insights,  exper- 
iettces  and  secrets  of  prof essional  pro- 
gramming that  should  be  of  interest 
to  others  who  are  at  or  near  their  level 
of  practice. 


92 


ANTIC,  The  Atari  Resource 


product  reviews 


BRISTLES 

First  Star  Software 

22  East  41st  St. 

New  York,  NY  10017 

(212)  532-4666 

S29.95,  32K  —  cassette  &  disk 

Reviewed  by  George  Adamson 

If  you've  got  a  burning  desire  to  paint 
your  walls,  but  don't  want  to  clean  up 
messy  rollers  or  spilled  paint,  Bristles 
might  be  the  game  for  you. 

In  Bristles,  you  control  a  painter 
whose  task  is  to  paint  eight  different 
houses  in  each  of  six  skill  levels  —  a 
total  of  48  structures.  You  start  with 
10  brushes,  and  must  race  a  clock  to 
finish  painting  each  house.  To  move 
between  the  different  levels,  you  can 


It  doesn't  get 

faster  in  higher 

levels.  Instead, 

Bristles  offers 

more  novel 

challenges. 

either  climb  a  ladder  or  ride  an  ele- 
vator. But  be  careful  not  to  get  caught 
in  an  open  elevator  shaft,  or  you'll  be 
sent  to  the  bottom  of  the  shaft  to  start 
over.  If  you  successfully  finish  a  paint- 
ing job,  you  receive  two  extra  brushes. 
Don't  stand  back  to  admire  your 
work,  or  you'll  be  knocked  down  by 
"flying  half  pints"  and  "dumb  buck- 
ets," among  other  dangerous  objects 
that  hinder  your  task  and  steal  your 
brushes.  You  also  have  to  contend  with 
"Brenda  the  Brat,"  who  delights  in 
planting  handprints  all  over  your 
freshly-painted  walls.  Fortunately,  she 
can  be  pacified  with  a  candy  cane  and 
distracted  just  long  enough  for  you  to 
repair  the  damage.  But  your  arch- 
enemy is  the  Bucket  Chucker.  He  never 
stops  chasing  you,  but  you  can  trap 


him  temporarily  in  —  believe  it  or  not 
—  a  paint  mixer. 

After  each  house  is  painted,  a  word 
or  two  appear.  Complete  an  entire 
level,  and  the  words  form  a  message. 
The  messages  from  all  six  levels  com- 
bine to  form  a  challenge  that  can  only 
be  met  by  the  most  persistent  of 
gamers. 

This  game's  action  is  fast  and 
furious.  It  doesn't  get  faster  in  higher 
levels,  though.  Instead,  Bristles  offers 
more  novel  challenges,  such  as  paint- 
ing with  varnish  (it's  invisible!),  paint- 
ing in  the  dark  with  only  sound  to 
guide  you,  and  having  to  refill  brushes 
when  they  run  dry.  Musical  selections 
from  Tchaikovsky's  Nutcracker  create 
an  appropriate,  if  somewhat  frantic 
atmosphere  for  this  unique  game. 

FORTRESS 

Strategic  Simulations,  Inc. 

883  Stierlin  Road,  Building  A-200 

Mountain  View,  CA  94043-1983 

(415)  964-1353 

$34.95,  40K  —  disk 

Reviewed  by  Edward  Bever 

You  press  the  joystick  button,  and  a 
castle  appears  in  the  cursor's  square. 
Flags  register  your  redoubt's  control  of 
the  horizontally  and  vertically  adja- 
cent areas.  Your  opponent  responds  by 
placing  a  fortification  diagonally  adja- 
cent. Two  enemy  flags  appear  on  its  far 
side;  your  two  flags  that  are  now  next 
to  both  castles  disappear  Whether  you 
contest  his  effrontery  by  building  your 
next  castle  nearby  or  concentrate  in- 
stead on  staking  claim  to  as  wide  an 
area  as  possible,  what  follows  will  be 
a  challenging  battle  of  wits  in  which 
you  alternate  with  your  opponent 
building  and  reinforcing  your  castles. 
The  object  of  the  struggle  is  to 
establish  control  over  a  majority  of  the 
squares  in  a  six  by  six  grid. 

Whenever  two  or  more  hostile 
castles  occupy  horizontally  or  verti- 
cally adjacent  squares,  the  weaker  one 


is  eliminated.  Because  the  attacker 
must  have  one  strength  point  more 
than  the  defender,  castles  are  easier  to 
build  than  destroy.  As  the  game  pro- 
gresses, the  players  solidify  their  con- 
trol over  most  of  the  board  while  try- 
ing to  bring  superior  power  to  bear  on 
disputed  squares.  A  game  of  Fortress 
lasts  twenty-one  turns,  and  whoever 
controls  the  most  real  estate  at  the  end 
wins.  A  typical  game  takes  only  ten  or 
fifteen  minutes;  tournaments  of 
fifteen-game  sets  can  continue  for 
hours. 

Fortress  is  good  entertainment  at 
parties,  yet  it  rewards  serious  study  as 
well.  Two  people  can  play  against  each 
other,  or  you  can  take  on  the  com- 
puter. While  two-person  games  are  fun 
and  can  be  quite  challenging,   the 


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■1 

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m^^w^ 

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b-    L. 

Kf 

^^^^^^^H^^  ""'' 

flJ»H     S    Of    rzi                        H 

^P;' 

'^tS" 

solitaire  version  is  clearly  the  pro- 
gram's centerpiece.  You  can  choose 
between  five  opponents  of  differing 
skill  levels  and  styles  of  play.  These 
artificial  intelligences  actually  learn 
from  playing  against  you,  and  can  be 
saved  on  disk  to  fight  again.  Hence, 
solitaire  games  usually  are  close 
matches.  Novices  and  young  children 
can  enjoy  playing  against  an  opponent 
whose  skill  and  intelligence  begin  as 
a  blank  slate,  while  strategy  game 
fanatics  will  be  hard  put  to  best  an  op- 
ponent that  has  honed  its  skills  over 
the  course  of  almost  nine  hundred 
games. 

Simple,  fast,  and  well  balanced.  For- 
tress should  appeal  to  anyone  who 
enjoys  a  game  that  makes  you  think. 

continued  on  next  page 


April  1984 


93 


product  reviews 


MACHINE 
LANGUAGE  FOR 
BEGINNERS 

COMPUTE!  Books 

P.O.  Box  5406 

Greensboro,  NC  27403 

(919)  275-9809 

(800)  334-0868  (except  NC) 

$14.95,  book 

Reviewed  by  Matthew  Ratcliff 

If  you've  considered  taking  the  plunge 
into  machine-language  programming, 
consider  Machine  Language  for 
Beginners.  Author  Richard  Mansfield 
assumes  that  readers  are  familiar  with 
BASIC,  but  have  no  prior  knowledge 
of  machine  language.  Throughout  the 
book,  comparisons  in  BASIC  reinforce 
the  machine-language  examples.  For 
those  accustomed  to  thinking  in 
BASIC,  this  approach  makes  it  rather 
easy  to  pick  up  machine-language  con- 
cepts. The  book  covers  the  most  popu- 
lar 6502  microprocessor-based  home 
computers,  including  the  Atari. 

The  first  few  chapters  introduce  the 
reader  to  machine-language  funda- 
mentals and  also  explain  the  monitor 
from  the  Assembler  Editor  cartridge 
for  the  Atari.  "Appendix  C"  provides 
a  Simple  Assembler  BASIC  program 
listing  to  help  you  get  started.  This  pro- 
gram allows  you  to  type  in,  assemble, 
and  run  short  machine-language 
examples  presented  in  the  text,  and  is 
much  easier  to  use  than  the  full-blown 
Assembler  Editor,  which  beginning 
machine-language  programmers  often 
find  confusing.  Once  you  become 
familiar  with  machine  language  on  the 
Simple  Assembler,  moving  up  to  the 
Assembler  Editor  will  be  much  easier. 

One  of  the  most  difficult  machine- 
language  concepts  to  learn  is  "address- 
ing," the  way  in  which  your  computer 
accesses,  transfers  and  operates  on  its 
many  bytes  of  RAM  (random-access 
memory).  The  text  explains  machine 
language's  addressing  modes  with  the 
help  of  an  imaginary  post  office  that 


routes  all  packages  (bytes)  to  their 
proper  locations  (RAM  addresses). 
This  approach  is  effective  and  avoids 
the  use  of  complicated  diagrams  and 
flow  charts. 

Chapters  Five  and  Six  explain  the 
6502  s  instructions,  and  present  short 
examples  to  run  on  the  Simple  Assem- 
bler. "Borrowing  From  BASIC"  shows 
you  how  to  use  common  BASIC  com- 
mands from  machine  language.  Here, 
unfortunately,  the  author  does  not 
distinguish  between  BASIC  ROM  and 
Operating  System  (OS)  ROM.  The 
machine-language  subroutine  ad- 
dresses in  the  Atari  examples  are  in  OS 
ROM,  not  in  BASIC-cartridge  ROM. 
They  can  be  used  with  the  Assembler 


This  book  covers 
the  most  popular 

6502  micro- 
processor-based 
home  computers, 
Including  the  Atari. 


Editor,  or  any  other  ROM-RAM  config- 
uration, since  the  OS  ROM  is  never  re- 
moved from  the  computer.  The  author 
overlooks  this  distinction,  but  he 
should  have  pointed  it  out  because  the 
Atari  has  removable  BASIC  ROM,  while 
other  machines  do  not. 

"Building  a  Program"  presents  com- 
plete machine-language  listings  and 
explains  how  they  work.  It  includes  a 
string-search  utility  for  the  Atari.  Close 
study  of  the  machine-language  pro- 
gram and  the  USR  call  format  will 
show  you  how  machine  language 
hooks  into  BASIC  through  the  USR 
command. 

The  last  chapter,  "Machine- 
Language  Equivalents  of  BASIC  Com- 
mands," explains  how  to  execute  some 
of  the  more  common  BASIC  com- 
mands from  machine  language  with- 


out the  aid  of  BASIC  ROM  routines. 
This  will  help  you  tackle  your  first 
complete  machine-language  program. 

The  book  also  contains  some  very 
helpful  appendices.  They  provide  a  set 
of  instructions,  a  quick  reference  guide 
and  a  partial  memory  map.  The  Simple 
Assembler  BASIC  listing  mentioned 
earlier  is  followed  by  a  disassembler 
that  allows  you  to  convert  the  bytes  in 
your  computer's  ROM  back  into 
machine-language  commands  so  that 
you  can  see  how  it  works. 

The  book  is  definitely  for  beginners. 
It  doesn't  cover  arithmetic  very  well, 
and  it  would  have  been  nice  to  see  an 
advanced  programmer's  appendix 
with  appropriate  routines.  Once  you 
become  familiar  with  6502  machine 
language,  you  will  not  progress  much 
further  without  the  aid  of  a  more  ad- 
vanced manual.  I  suggest  6502  ML 
Progratnnting  by  Lance  Leventhal. 
Because  Mansfield's  book  covers  five 
different  computers,  it  becomes  con- 
fusing at  times  and  does  not  delve 
deeply  enough  into  some  subjects. 
However,  Machine  Language  for 
Beginners  presents  the  machine- 
language  novice  with  a  very  good 
tutorial  in  simple,  understandable 
terms. 

GO 

Hayden  Software  Co. 
600  Suffolk  St. 
Lowell,  MA  01853 
(617)  937-0200 
$34.95,  16K  —  cassette 
$34.95,  32K  —  disk 

Reviewed  by  Fred  Pinho 

Go  is  one  of  the  most  ancient  of  board 
games.  In  Asia,  and  particularly  in 
Japan,  its  popularity  surpasses  that  of 
chess.  While  a  game  of  chess  involves 
a  single  tactical  conflict,  a  game  of  Go 
consists  of  many  interrelated  battles. 
The  game  is  played  on  a  19  by  19  grid, 
using  black  and  white  "stones"  as  play- 
ing pieces.  There  are  many  more  pos- 


94 


ANTIC,  The  Atari  Resource 


product  reviews 


sible  moves  in  Go  than  in  chess.  It's 
also  difficult  to  quantify  the  value  of 
each  move.  As  a  result,  the  "brute 
force"  approach  used  by  programmers 
to  create  chess-playing  programs 
doesn't  work  for  this  game.  There  are 
no  expert  computer  versions  of  Go. 

Unfortunately,  this  program  does 
nothing  to  remedy  the  situation.  Many 
basic  Go  concepts,  such  as  the  form- 
ing of  two '  'eyes,' '  or  open  areas,  aren't 
even  in  the  program's  repertoire.  As  a 
result,  I  cannot  recommend  GO  to  any 
Go  player  who  is  beyond  the  beginner 
level. 

As  a  general  board-game  program, 
I'd  rate  GO  as  fair,  due  mainly  to  a  lack 
of  documentation.  What  the  Atari 
owner  gets  is  the  Apple  documenta- 
tion along  with  addenda  and  errata 
sheets  for  Atari  play.  The  actual  game 
demonstration  consists  of  five  short 
paragraphs.  For  a  game  as  rich  and 
complex  as  Go,  this  is  clearly  in- 
adequate. 

Again,  the  game's  graphics  are  only 
fair,  although  its  title  screen  is  attrac- 
tive. The  game  board  itself  is  a  simple 
grid.  A  series  of  menus  allows  you  to 
choose  various  game  options.  The 
computer  moves  quickly,  so  game  play 
is  rapid. 

In  summary,  this  game  is  acceptable 
only  for  true  lovers  of  board  games  and 
players  who  are  new  to  Go.  This  is  un- 
fortunate, particularly  since  Atari's 
name  is  taken  directly  from  Go  (it's  a 
term  of  polite  warning). 


GATEWAY 
TO  APSHAI 

Epyx 

1043  Kiel  Court 

Sunnyvale,  CA  94086 

(408)  745-0700 

S39.95,  16K  —  cartridge 

Reviewed  by  David  Plotkin 

Fantasy  role-playing  games  have  long 
been  popular  with  computer  gamers. 


In  this  type  of  game,  you  use  the  com- 
puter keyboard  to  guide  your  onscreen 
counterpart  through  various  dun- 
geons, caves,  and  so  on,  picking  up 
treasure  and  weapons,  and  fighting  all 
manner  of  monsters  along  the  way. 

Many  have  shied  away  from  such 
games  in  the  past  because  they  rely  on 
a  complicated  method  of  keyboard 
entry  of  commands.  But  Gateway  to 
Apshai  makes  this  fantasy  realm  ac- 
cessible to  a  whole  new  audience.  It 
comes  in  a  cartridge  form,  and  doesn't 
require  keyboard  input.  Instead,  you 
use  the  joystick  to  move  your  player 
and  the  fire  button  to  take  actions  like 
fighting,  unlocking  a  door,  or  check- 
ing your  status.  The  console  keys  — 
[START],  [SELECT],  and  [OPTION]  — 
call  up  various  status  screens  and  allow 


Unlike  most  other 

games  of  this  sort, 

the  action  can 

become  fast  and 

furious. 


you  to  select  items  from  your  supplies. 

There  are  eight  levels  of  play  in  Gate- 
way, and  you  can  choose  from  among 
16  dungeons  each  time  you  enter  a 
new  level.  You  automatically  enter  a 
new  level  after  20  minutes  of  play,  un- 
less you  choose  to  do  so  sooner  Your 
score  increases  as  you  pick  up  treasure. 
You  start  with  five  lives,  and  lose  one 
each  time  your  number  of  "health" 
points  drops  to  zero. 

The  game's  graphics  and  sound  are 
very  nicely  done.  Your  warrior  and  his 
enemies  are  well  animated,  and  you 
can  actually  hear  your  sword 
"swoosh"  through  the  air.  The  screen 
scrolls  smoothly  as  you  move  to  keep 
your  player  centered. 

Gateway  to  Apshai  is  exciting  to  play, 
with  doors  to  unlock,  and  treasures, 


magic  spells,  and  weapons  to  pick  up. 
The  weapons  are  most  important, 
since  you  start  with  only  a  dagger. 
Eventually,  you'll  find  swords,  shields, 
and  even  bows  and  arrows  in  the  dun- 
geons. Unlike  most  other  games  of  this 
sort,  the  action  can  become  fast  and 
furious.  You  may  be  forced  to  battle  as 
many  as  three  monsters  at  once  in  the 
upper  levels. 

This  combination  of  role-playing 
and  arcade  action  makes  Gateway  an 
exceptional  value.  Whether  you're  a 
dyed-in-the-wool  arcade  player  look- 
ing for  something  different,  or  a 
master  of  role-playing  games,  I  recom- 
mend Gateway  to  Apshai  highly. 

MOVIEMAKER 

Reston  Software  ' 

11480  Sunset  Hills  Rd. 
Reston,  VA  22090 
(800)  336-0338 
S60.00,  48K  —  disk 

Reviewed  by  Peter  Wickman 

"Tha  .  .  .  Tha  .  .  .  Tha  .  .  .  That's  All 
Folks!"  Porky  Pig's  familiar  postscript 
still  stirs  the  imagination,  conjuring  up 
images  of  wacky  characters  who  are 
caught  up  in  an  endless  round  of  sight 
gags.  These  rib-tickling  routines  last 
only  a  few  minutes,  but  they  are  the 
result  of  weeks  or  months  of  careful 
planning  and  execution.  Often,  tens  of 
thousands  of  illustrations  are  needed 
to  tell  a  story.  Each  is  then  photo- 
graphed separately  in  sequence  with 
a  movie  camera  and  played  back  at 
normal  speed.  The  result  is  an  ani- 
mated movie. 

For  most  of  animation's  history,  this 
work  was  done  by  hand.  More  re- 
cently, gigantic,  complex  and  very 
expensive  computer-animation  sys- 
tems were  developed  for  scientific,  and 
later  commercial  art  purposes.  Now, 
for  the  first  time,  an  inexpensive,  easy- 
to-use  system  for  developing  true  ani- 
mation is  available  for  Atari  home 
continued  on  next  page 


April  1984 


95 


product  reviews 


computers.  Even  a  young  child  can  use 
Movie  Maker  to  draw  figures,  set  up 
individual  animation  sequences  and 
combine  the  sequences  into  a  short 
cartoon.  You  can  even  add  music  and 
title  screens  to  your  creations!  If  a  util- 
ity program  can  be  described  as  being 
absorbing,  this  one  truly  qualifies.  You 
and  your  children  will  spend  hours 
experimenting  with  the  many  effects 
made  possible  by  this  outstanding 
package. 

This  is  not  a  Player/Missile  develop- 
ment system.  Rather,  Movie  Maker  pro- 
vides you  with  the  tools  needed  to 
draw  actors  and  backgrounds,  create 


Now,  for  the  first 

time,  an 
inexpensive,  easy- 
to-use  system  for 
developing  true 

animation  is 
available  for  Atari 
home  computers. 


titles,  and  edit  and  produce  sound  ef- 
fects for  animated  movies. 

Movie  Maker  is  a  menu-driven  pro- 
gram that  consists  of  four  utility  sub- 
menus: Compose,  Record,  Smooth, 
and  Play.  In  "Compose,"  you  create  the 
shapes  (actors)  that  you  wish  to  ani- 
mate. Several  "paint"  functions  sim- 
plify the  process  of  duplicating  and 
modifying  shapes  in  ways  that  suggest 
motion.  And  a  "help  bar"  across  the 
bottom  of  the  screen  provides  you 
with  information  on  the  status  of 
various  functions. 

Once  you've  filled  the  page  with  the 
shapes  needed  for  your  animation, 
you're  ready  to  produce  an  animation 
sequence.  You're  allowed  a  total  of  16 


frames  per  sequence  and  nine  se- 
quences per  animation  routine  in 
Compose.  In  the  next  section, 
"Record,"  you  can  expand  these 
numbers  considerably. 

The  Record  section  is  where  every- 
thing comes  together  Here  you  con- 
trol the  action  of  up  to  six  actors  by 
using  any  combination  of  prerecorded 
sequences  and  moving  actors  across 
the  background  with  a  joystick.  Add 
sound  and  titles,  and  you  may  have  the 
makings  of  an  Oscar  winner.  However, 
since  this  will  probably  be  your  first 
attempt  at  animation,  your  movie  may 
fall  short  of  your  expectations.  For- 
tunately, Movie  Maker  provides  you 
with  a  selection  of  powerful  editing 
commands  that  let  you  stop  action, 


iAiFfY  Mm  YIAiS 


f  row 


A^'^c  y^ 


move  forward  and  backward  frame-by- 
frame,  delete  material,  change  the 
tempo  of  the  action,  zoom  and  change 
color  All  of  these  commands  can  be 
executed  "on  the  fly"  (while  the  action 
is  in  progress).  Once  you're  satisfied 
with  the  results,  the  "Smooth"  section 
removes  the  "flicker"  from  the 
finished  product.  You  then  use  "Play" 
to  display  your  animated  masterpiece. 
The  program's  only  real  flaw  in- 
volves its  use  of  sound.  You  can  record 
only  with  sounds  that  are  already  pres- 
ent on  the  program  disk  —  you  can- 
not create  new  sounds.  Other,  lesser 
weaknesses  include  a  few  errors  in  the 
program's  otherwise  excellent 
documentation,  and  certain  limita- 
tions on  the  use  of  color  Also,  an  ac- 
tor can  become  lost  in  the  background 


if  both  actor  and  background  contain 
the  same  color. 

Movie  Maker  is  a  very  powerful  pro- 
gram, and  full  mastery  of  it  requires  the 
concentrated  effort  of  a  dedicated  ani- 
mator However,  like  all  good  pro- 
grams, it  allows  you  to  produce  pleas- 
ing results  and  to  make  progress  at 
your  own  speed. 

ANTIC  was  so  impressed  with  Movie 
Maker  that  we  asked  the  Interactive 
Picture  Systems  people  to  design  an 
animated  greeting  card  for  us,  which 
they  did  to  the  delight  of  all  who  have 
seen  it.  Since  then,  IPS  has  agreed  with 
Koala  Technologies  Corp.  to  make  a 
version  of  Movie  Maker  for  use  with 
the  Koalapad  Touch  Tablet.  If  you 
own  a  Koalapad  or  an  Atari  Touch 
Tablet,  you  may  want  to  wait  until 
that  version  is  marketed,  so  that  you 
can  draw  with  the  tablet  rather  than 
with  a  joystick.  —ANTIC  ED 


RETURN  OF 
HERACLES 

Quality  Software 
21601  Marilla  St. 
Chatsworth,  CA  91311 
(818)  709-1721 
S32.95,  48K  —  disk 

Revieived  by  Richard  Herring 

The  Return  of  Heracles  is  an  adven- 
ture set  in  ancient  Greece.  Accom- 
panied by  a  31-page  manual  of  Greek 
history,  it  is  chock-full  of  stories  about 
men's  attempts  to  please  or  circumvent 
the  gods.  Oddly,  Heracles  (more  popu- 
larly known  as  Hercules)  is  not  a  char- 
acter His  absence  is  one  of  the  few 
mysteries  about  which  the  Oracle  of 
Delphi  is  silent. 

Your  character  can  be  one  of  several 
from  Greek  mythology,  or  you  can  use 
several  heroes  at  once.  Choose  the 
ones  you  want  with  your  joysticks. 
Given  time  (four  to  eight  hours),  even 
a  novice  player  can  complete  the  12 


96 


ANTIC,  The  Atari  Resource 


product  reviews 


tasks  that  are  assigned  by  Zeus.  The 
game  challenges  you  to  try  to  maxi- 
mize your  score  by  completing  tasks 
in  the  least  number  of  moves  and  with- 
out losing  any  of  your  heroes. 

You  must  guide  each  of  the  heroes 
through  dozens  of  graphics  screens. 
When  they  are  not  busy  slaying  their 
foes,  your  heroes  will  gather  treasures 
to  pay  for  better  weapons,  armor,  and 
heroic  training.  A  full  screen  of  infor- 
mation on  the  status  of  each  hero  is 
available.  Various  other  characters  also 
roam  through  the  game.  Often,  they  do 
not  affect  the  fortunes  of  your  heroes 
at  all,  but  they  sometimes  turn  the  tide 
of  battle. 

You  will  face  many  dangers  from 
other  humans,  animals,  and  the  Olym- 


Return  of  Heracles 

contains  enough 

background  on 

Greek  mythology 

to  be  truly 

informative. 


pian  gods  themselves.  If  you  are  to 
finish  the  game,  you'll  need  a  band  of 
heroes  who  have  been  carefully 
selected  for  the  individual  strengths 
they  bring  to  the  group.  For  instance, 
the  Great  Ajax  has  enough  brawn  to 
subdue  most  foes,  but  Asclepius  the 
physician  is  most  handy  to  have 
around  after  a  fight. 

Although  it's  not  marketed  as  an 
educational  game.  Return  of  Heracles 
contains  enough  background  on  Greek 
mythology  to  be  truly  informative. 
Only  a  few  characters  —  the  rock  man 
and  the  bulging  blob  come  to  mind  — 
seem  to  be  untrue  to  the  game's  roots: 
the  myths  of  the  ancient  Greeks.  And 
this  program  will  definitely  hook  you! 
My  only  advice  is  to  avoid  the  Whirl- 
pool of  Charybdis  (it  not  only  swept 


away  all  of  my  characters,  it  also 
crashed  the  game!),  and  to  watch  for 
the  great  graphics  screen  that  is 
displayed  when  you  finish  the  game. 


THE  ARCADE 
MACHINE 

Broderbund  Software 
17  Paul  Dr 

San  Rafael,  CA  94903 
(415)  479-1170 
S59.95,  48K  —  disk 

Reviewed  by  Richard  Herring 

The  Arcade  Machine  is  a  menu- 
driven  program  that  allows  you  to 
create  each  of  the  elements  of  an 
arcade  game  and  then  combine  them 
into  a  coherent  whole.  The  result  will 
be  an  auto-boot  disk  that  you  are  free 
to  share  with  your  friends.  Just  wait 
until  you  see  that  title  page  with  your 
name  in  big,  bold  letters! 

This  program  gives  you  an  incred- 
ible amount  of  control  over  the  details 
of  your  game.  Its  only  major  short- 
coming is  that  it  limits  you  to  one 
genre  —  the  Space  Invaders,  shoot- 
'em-up  type.  Your  man  or  ship  moves 
around  the  bottom  of  the  screen  and 
shoots  up  at  an  array  of  aliens  or  other 
targets.  You  can  move  over  the  entire 
screen,  but  you  can  only  shoot  up  and 
down,  and  you  can't  restrict  your 
ship's  movements  to  predefined  paths. 
A  second  player  can  control  a  ship  at 
the  top  of  the  screen. 

Up  to  five  levels  are  possible  in  each 
game,  and  you  can  plan  entirely  new 
logic  at  each  level.  Only  four  colors  are 
available;  they  also  can  be  changed  at 
each  level.  Depending  on  their  size, 
you  can  create  up  to  24  aliens,  each 
consisting  of  four  shapes  that  are  dis- 
played sequentially  to  create  anima- 
tion. Two  different  shapes  animate 
your  player  and  the  various  explo- 
sions, and  a  sophisticated  joystick  rou- 
tine enables  you  to  draw  game  back- 
grounds on  a  blank  screen.  You  can 


also  enter  text,  draw  points  and 
automatically  create  geometric  shapes. 
In  addition,  you  can  fill  areas  with 
single  colors  or  patterns,  and  create 
vertically  scrolling  star  backgrounds 
by  pressing  a  few  keys. 

The  Arcade  Machine  offers  a  wide 
variety  of  scoring  and  logic  options. 
You  can  put  a  time  limit  on  a  game,  or 
slow  it  down  if  it's  too  fast.  Bombs  can 
have  various  shapes  and  speeds,  can 
bounce  off  certain  objects,  and  can  be 
smart  or  random.  Each  alien  shape  can 
have  a  different  point  value,  and  can 
be  made  to  mutate  rather  than  disinte- 
grate when  hit. 

This  program  makes  all  the  creative 
work  easy.  Its  eleven  menus  take  you 
quickly  to  the  specific  detail  you  want 
to  modify.  Once  you  work  through  the 
menus,  you  make  some  decisions  by 
simply  changing  numbers  in  a  colum- 
nar display,  so  it's  easy  to  keep  track 
of  how  a  change  relates  to  your  game's 
logic.  Separate  worksheets,  on  which 
you  can  design  shapes  and  paths,  are 
provided,  along  with  an  87-page 
manual.  Best  of  all,  when  you  finish 
your  new  game,  you  can  submit  it  to 
Broderbund.  In  June,  the  authors  of 
the  six  best  games  submitted  will  win 
prizes  worth  from  $200  to  $1500. 


ULTRA- 
DISASSEMBLER 

Adventure  International 
RO.  Box  3435 
Longwood,  FL  32750 
(305)  862-6917 
$49.95,  32K  —  disk 

Reviewed  by  Fred  Pinho 

Ultra-Disassembler  is  the  opposite 
of  an  assembler.  An  assembler  trans- 
lates three-letter  commands,  or  mne- 
monics, into  machine  language.  A  dis- 
assembler converts  machine  language 
into  assembly  language,  to  aid  in 
continued  on  next  pase 


April  1984 


97 


product  reviews 


analyzing  and  modifying  programs. 
Ultra-Disassembler  does  this  well. 

This  menu-driven  utility  accepts 
machine  code  from  three  sources; 
binary  DOS  (non-boot)  files,  disk  sec- 
tors and  the  computer's  memory.  Out- 
put can  be  listed  to  the  screen,  a  printer 
or  a  disk  file.  Ultra-Disassembler  pro- 
vides standard  Atari  labels  for  all  docu- 
mented locations  within  the  Operating 
System. 

Disassembled  output  is  structured 
so  that  reassembly  will  produce  an 
exact  duplicate  of  the  original  object 
code.  The  generated  source  code 
adheres  to  Atari  Macro  Assembler  syn- 
tax. Other  popular  assemblers  use  dif- 
ferent conventions  for  pseudo-opera- 
tions such  as  .BYTE  and  .ORG,  so  a 

The  documenta- 
tion is  well- 
thousht-out,  and 
instructions  are 
clearly  presented. 

customlzer  program  is  included.  How- 
ever, the  customizer  lacks  the  cap- 
ability to  change  the  equate  directive. 

Prospective  buyers  should  be  aware 
of  a  limitation  that  all  disassemblers 
share,  including  this  one:  They  have 
no  way  of  distinguishing  text  and  data 
from  true  machine  instructions.  Thus, 
output  may  contain  some  spurious  in- 
structions. It  will  still  assemble  prop- 
erly, but  it  may  be  difficult  for  you  to 
follow  the  program's  logic.  Disassem- 
blers cannot  do  all  the  work  for  you. 
You  must  have  a  working  knowledge 
of  6502  assembly  language  and  the 
Atari  Operating  System  to  get  full  use 
of  this  software. 

The  disk  and  documentation  arc 
packaged  in  a  high-quality  padded 
three-ring  binder.  The  documentation 
is  well-thought-out,  and  instructions 
are  clearly  presented.  Beginning  with 


an  example,  they  take  you  step-by-step 
through  the  utility.  A  discussion  of  the 
disassembler's  limitations,  and  means 
of  coping  with  them,  is  also  included. 
Numerous  examples  are  provided,  and 
you  are  warned  to  make  backup  copies 
of  the  unprotected  master  disk.  This 
is  a  thoughtful  policy. 

On  the  whole,  Ultra-Disassembler 
works  satisfactorily  with  no  apparent 
bugs,  but  certain  minor  annoyances 
detract  somewhat  from  its  overall  per- 
formance. For  example,  error  mes- 
sages are  cryptic.  After  an  error,  you 
have  to  press  [RESET]  and  reenter  DOS 
to  reload  the  program.  And  the  com- 
puter locked  up  when  1  accidentally 
tried  to  load  a  source  file. 

Despite  advertised  claims,  Ultra- 
Disassembler  isn't  really  suitable  for 
beginners.  However,  for  intermediate 
to  advanced  users,  1  recommend  Ultra- 
Disassembler  as  a  useful  and  instruc- 
tive tool. 

WAVY  NAVY 

Sirius  Software,  Inc. 
10364  Rockingham  Dr 
Sacramento,  CA  95827 
(916)  366-1195 
$34.95,  48K  —  disk 

Reviewed  by  David  Faughn 

When  you  first  boot  the  game  disk, 
you  may  notice  a  number  of 
similarities  between  Wavy  Navy  and 
Galaxian.  However,  Wavy  Navy  has  its 
distinguishing  features.  Its  graphics  are 
more  polished  than  Galaxian's,  and  the 
fact  that  you  constantly  move  up  and 
down  on  the  waves  as  well  as  from 
side-to-side  adds  to  the  game's 
complexity. 

Wavy  Navy's  scenario  is  a  simple 
one:  You  are  on  a  P.T  boat  that  is  being 
tossed  about  on  the  ocean.  Your  objec- 
tive is  to  shoot  down  waves  of 
bombers  that  march  across  the  sky  (as 
in  Galaxian  and  Space  Invaders).  Other 
exciting  obstacles  include  missiles  that 
swoop  down  upon  you,  helicopters 


that  try  to  blast  you  out  of  the  water, 
and  floating  mines  that  hamper  your 
movements. 

You  earn  points  by  shooting  down 
the  attacking  bombers;  extra  points  are 
awarded  if  you  down  an  enemy  plane 
during  an  actual  attack  run.  You  also 
get  points  for  each  P.T.  boat  left  in  your 
armada  at  the  end  of  a  round.  If  you 
survive  a  bombing  wave,  you  advance 
in  rank  in  increments  from  "galley 
slave"  to  President.  But  you  may  have 
to  settle  for  an  intermediate  level,  such 
as  deckhand  or  gunner,  unless  you're 
prepared  to  practice  long  enough  to 
hone  your  reflexes  to  a  razor-sharp 
edge. 

You  may  have  to 

settle  for  an 
intermediate  level, 

unless  you're 
prepared  to  hone 
your  reflexes  to  a 
razor-sharp  edge. 

If  you  already  own  Galaxian,  you 
may  want  to  spend  your  money  else- 
where (unless  you  have  a  particular 
fondness  for  this  game  genre).  But 
otherwise,  you  should  be  aware  that 
Wavy  Navy  can  provide  you  with 
many  hours  of  challenging  fun. 


98 


ANTIC,  The  Atari  Resource 


Always  the  Lowest  Prices  on  the  Finest  Quality 
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games.  This  one  is  the  best  yet! 


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ARENA  PSYCHOTICA  continued  from  pase  87 


TYPO  TABLE 


102 


ANTIC,  The  Atari  Resource 


tangle  angles 


Tangle  Angles  is  a  collection  of  re- 
sponses to  letters  from  readers  con- 
cerning use  of  tape  cassettes  with 
Atari  computers.  Responses  are  pre- 
pared by  Carl  Evans.  ANTIC's  Con- 
tributing Editor  for  the  Tape  Topics 
department.  Tangle  Angles  appears 
intermittently  as  letters  accumulate. 
Send  your  cjuestions  to  Tangle  Angles, 
care  of  ANTIC.  Individual  responses 
by  return  mail  are  not  guaranteed, 
but  Carl  often  obliges  if  you  send  a 
self-addressed  stamped  envelope. 
Otherwise,  look  for  your  answer  in 
ANTIC. 

HOW  MANY? 

When  I  read  your  article  on  head  align- 
ment (ANTIC,  Aug.  1983),  I  ran  into  a 
problem.  My  plug  has  13,  not  15  pins. 
I  tried  what  you  said  about  counting 
the  holes,  but  nothing  worked.  What 
am  I  doing  wrong? 

David  Kaszuba 
Copperas  Cove,  TX 
Whoops  .  .  .  you  are  right.  The  plug 
is  a  JJ-pin  plug,  but  that  should  not 
affect  the  alignment  procedure.  You 
may  be  misinterpreting  the  instruc- 
tions. Try  counting  the  holes  froni  the 
other  direction.  Remember  that  you 
have  to  count  one  way  on  the  com- 
puter end  and  the  opposite  way  on  the 
recorder  end,  so  the  holes  ivill  match 
each  other 

LOOK  FOR  GOLD  RINGS 

I  recently  tackled  your  410  recorder 
reliabilit\'  upgrade  (ANTIC,  Feb.  1984). 
I  had  a  iew  old  cassettes  that  wouldn't 
load  anymore.  I  put  together  a  collec- 
tion of  one  percent-tolerance,  metal- 
film  resistors  and  b\-  tracing  the  etch, 
I  was  able  to  locate  and  replace  the  six 
resistors  that  your  article  specified. 
After  completing  the  modification,  all 
my  old  cassettes  would  load  except 
one,  which  was  probably  due  to  poor 
oxide.  1  would  like  to  point  out  that 
all  the  replaced  resistors  were  tne  per- 
cent-tolerance (gold  band)  rather  than 
ten  percent,   as  mentioned  in  your 


by  CARL  EVANS 

article.  The  production  date  on  ni)' 
recorder  is  March  1982.  Atari  may  have 
switched  their  4l()'s  to  five  percent 
resistors  since  you  got  yours.  Pass  this 
information  on  so  your  readers  don't 
try  upgrading  their  recorders  with  five 
percent  resistors  onl)'  to  find  them 
already  there. 

Matthew  Ratcliff 
St.  Louis,  MO 
Thanks  for  the  feedback.  I  am  pleased 
that  some  readers  are  able  to  find  the 
one  percoU  resistors  and  make  the 
niod  without  too  much  hassle. 

MOVING  UP 

1  own  a  cassette-based  Atari  400  with 
48K  of  memor)'.  I  would  like  to 
upgrade  to  a  disk-based  system.  I  need 
a  utility  that  will  cop)-  all  my  cassettes 
to  disk.  Can  you  recommend  such  a 
program?  Also  will  1  need  Atari  DOS 
to  accomplish  this  ov  will  Atari  BASIC 
be  enough? 

Roy  Papendorf 

Austin,  TX 
Transferring  cassette  programs  to 
disk  is  sometimes  complex.  If  you  will 
be  satisfied  with  putting  a  single  tape 
on  one  side  of  a  disk,  then  I  would 
recommend  the  program  CASDIS, 
available  from  IJG,  Inc.  (714-946- 
5805)  for  S24. 95.  This  program  ivill 
create  a  ivorking  boot  disk  without 
you  having  to  modify  the  cassette  pro- 
gram. CASDIS  works  on  many  cas- 
settes, but  some  companies  have 
special  garbage  on  their  tapes  to  pre- 
vent you  from  ever  doing  an  unload 
to  a  disk.  CASDIS  is  a  stand  alone  pro- 
gram and  you  don't  need  Atari  DOS 
or  BASIC  to  use  it. 

PLASTIC  TRICK 

My  410  recorder  was  used  so  much 
that  the  PLAY  button  would  not  stay 
down.  Carefully  disassembling  the  re- 
corder, 1  foimd  that  the  button  pushed 
a  thin  piece  of  metal  against  a  piece  of 
plastic  that  activated  the  recorder.  The 
metal  had  worn  a  groove  into  the  plas- 
tic activator  so  the  mechanism  could 


not  fully  engage  (1  suspect  man}-  users 
will  ha\'e  this  problem).  I  took  the  ink 
rod  out  of  a  ball-point  pen.  cut  a  small 
section  off,  and  pressed  the  small  piece 
over    the    metal    rod.    When    1    re- 
assembled my  recorder  it  worked  fine! 
The  ink  rod  acts  like  a  cushion  against 
the  plastic.  I  ha\'e  had  no  further  prob- 
lems, except  that  I  occasionally  ha\'e 
to  eject  the  tape  and  reclose  the  door 
after  a  rewind  or  fast  forward. 
James  Markow 
Richmond,  VA 
Your  solution  is  rather  ingenious.  If 
you  disassemble  your  recorder  again, 
I  suggest  that  you  use  some  "liquid 
plastic"  to  fill  in  the  worn  section  of 
the  plastic  activator    You  can  get 
liquid  plastic  at  hobby  shops  and 
hardware  stores. 

TWO  PORTS 

I  decided  to  get  the  new  1010  Program 
Recorder,  hoping  that  Atari  had  cor- 
rected the  erratic  behavior  of  the  410. 
My  cjuestion  relates  to  the  second  I/O 
port  on  the  1010,  what  could  it  be  used 
for?  1  tried  hooking  up  my  old  410,  but 
I  would  always  get  an  error  143  when 
using  the  1010.  However,  I  could  load 
from  the  1010  when  I  unplugged  the 
410.  If  this  is  the  case,  then  what  good 
is  the  second  I/O  port?  One  last  ques- 
tion, what  use  is  the  PAUSE  button??? 
Hisham  M.  Sa'aid 
Frankfort,  KY 
First,  there  is  no  possible  use  for  a 
PAUSE  button  on  a  computer  pro- 
gram recorder  The  second  I/O  port, 
on  the  other  hand,  does  have  some 
potential  uses.  I  use  it  for  connecting 
my  disk  drives  to  my  computer  Every 
connector  introduces  some  amount  of 
noise  into  the  system  and  the  closer  the 
recorder  is  to  the  computer,  the  better 
it  will  work.  Also,  there  are  some 
printers  that  plug  into  the  serial  I/O 
port  and  the  1010  allows  such  a 
printer  to  be  connected  ivithout  a 
special  expansion  box  or  splitter 

continued  on  next  page 


April  1984 


103 


tansle  angles 


BOOT  TO  BINARY 

I  use  CBOOTMGR  to  transfer  my 
cassette  programs  to  disk,  but  I  am  run- 
ning out  of  disks  because  I  can  only 
put  one  game  on  each  disk.  Can  you 
help  me  convert  these  boot  files  into 
binary  load  files? 

Boyd  M.  Naron 
Elk  Grove,  CA 
What  you  need  is  a  utility  program 
that  converts  boot  files  to  binary-load 
files.  Doing  the  conversions  yourself 
is  not  a  simple  task.  It  requires  you 
to  understand  file  structures,  as  well 
as  how  programs  are  stored   in 
memory.  Many  cassette  files  load  into 
the  section  of  memory  that  is  occupied 
by  DOS.  Files  like  that  have  to  be 
loaded  with  a  special  menu  program. 
I  will  write  about  this  later  this  year. 

TRS  TRANSFER 

I  own  a  TRS-8()  Model  I  and  use  cas- 
settes for  program  storage.  A  special 
utility  sets  the  cassette  baud  rate  to  3K. 
Is  there  anything  comparable  for  the 
Atari?  I  am  associated  with  a  school 
that  uses  Atari's  with  410  cassette 
recorders.  I  get  impatient  waiting  for 
the  Ataris  since  they  operate  at  a  slow 
600  baud.  Second,  can  I  use  a  non- 
Atari  recorder  with  one  of  the  Atari 
800's?  Also,  is  there  any  way  I  can  do 
my  program  development  on  my  TRS- 
80  and  then  transfer  the  completed 
program  to  the  Atari  computer? 
Charles  V.  Allen 
Brighton,  MI 
Let's  take  your  last  question  first.  If 
you  are  talking  about  BASIC  pro- 
grams, rather  than  machine  lan- 
guage, it  is  possible  to  "write"  a  pro- 
gram on  your  TRS-80  and  transfer  it 
over  to  an  Atari  using  a  direct RS-232 
connection  or  via  the  telephone  using 
modems,  hut  you  can  not  'develop" 
your  program  on  the  TRS-80.  The 
distinction  is  that  you  can  write  and 
transfer  any  pure  ASCII  file  frofn  one 
system  to  another;  but,  in  the  case  of 
programs,  the  BASIC  interpreters  are 
different,  so  the  transferred  program 


can't  be  ivritten  to  RUN  on  both 
tnachines.  I  have  ivritten  programs 
on  a  TRS-80  Model  I  and  transferred 
them  over  a  direct  RS-2 32  connection 
to  one  of  my  Ataris  ivbere  I  then 
"translated"  the  BASIC  code  so  it 
would  RUN.  I  have  also  perfortned  the 
same  operation  in  the  other  direction. 
The  process  requires  a  detailed  knowl- 
edge of  both  computer  systems. 

As  far  as  increasing  the  Atari  baud 
rate  goes.  .  .  it  is  possible  to  use  rates 
as  high  as  820  baud  with  a  normal 
410  recorder  and  up  to  1200  baud 
with  a  good  stereo  tape-deck.  The 
baud  rate  increase  can  be  controlled 
by  a  program  called  V-COS,  available 
from  IJG,  Inc  (714-946-5805).  If  you 
want  to  use  something  other  than  a 
normal  410  recorder,  then  you  should 
use  one  of  the  special  FSK  interfaces 
like  the  one  from  Micro  Systems  & 
Software,  Inc  (303-497-3440). 

HIDDEN  ACCESS 

My  computer  teacher  and  I  attempted 
to  repair  a  late  model  410  recorder  and 
made  a  very  useful  discovery.  We  were 
having  trouble  aligning  the  heads 
because  we  were  removing  the  plastic 
case  to  get  at  the  alignment  screw  in- 
side the  recorder.  We  decided  that  the 
process  would  be  easier  if  we  drilled 
a  hole  just  above  the  screw.  We  re- 
moved the  metal  label  strip  and  found 
a  predrilled  hole  already  there!  From 
that  point  it  was  a  simple  matter  of 
repeatedly  adjusting  the  screw  and 
testing. 

John  Hanke 
Cross  Plains,  TX 
You  're  right.  I  recommend  that  you 
check  the  alignment  about  once  a 
year  If  you  leave  the  recorder  in  one 
place  and  don't  bang  it  around,  the 
head  alignment  should  be  all  right  for 
at  least  that  long.  Most  recorders 
really  need  just  a  good  head  clean  ing. 
If  you  want  more  detailed  informa- 
tion on  aligning  heads,  see  my  article 
called  "Getting  Your  Heads  Straight" 
(ANTIC,  August  1983). 


SCRAMBLED  TAPES 

The  Atari  program.  Eastern  Front, 

which  I  bought  over  a  year  ago  does 
not  load  anymore.  Several  tapes  I 
bought  about  that  time  will  no  longer 
load.  I  get  mostly  error  143  (check- 
sum) and  occasionally  some  other 
error  code.  On  the  other  hand,  I 
bought  ZAXXON  about  six  months 
ago  and  it  loads  fine.  Also,  any  pro- 
grams that  I  record  myself  will  load 
okay.  I  cleaned  the  heads  and  I  typed 
LPRINT  before  loading,  but  that  did 
not  work  either.  It  is  driving  me  crazy! 
James  Pantoni 
New  Cumberland,  PA 
First,  try  to  load  those  old  tapes  on 
another  410  recorder  If  they  icon 't 
load  there  either,  then  you  probably 
scrambled  the  tapes  sojnehow.  If  the 
tapes  are  bad,  then  you  are  stuck  with 
replacing  them.  Onthe  other  hand,  if 
the  tapes  do  load  okay  on  another 
recorder,  then  you  probably  need  to 
align  the  heads  on  your  recorder. 

SLOW  FLOW 

I  eventually  got  a  photocopy  of  your 
HI-REL  mod  and  used  2%  resistors 
(scarce  here).  That  helped,  but  I  still 
had  problems,  I  finally  traced  the  prob- 
lem to  the  computer  itself.  Two 
resistors,  Cl66  and  C167  were  defec- 
tive. I  replaced  them  and  I  am  now  able 
to  load  programs,  but  only  those 
which  were  saved  with  a  LIST"C:" 
command.  This  is  very  slow.  Can  you 
help?  Also,  is  there  any  way  to  inter- 
face my  Atari  400  to  a  Sinclair  Micro- 
Floppy? 

Rob  Pattison 
Nausori,  Fiji 
/  am  glad  that  you  are  finally  able  to 
use  your  system.  My  area  of  special 
knowledge  is  the  recorder,  I  can't  help 
you  with  the  computer  itself.  I  have 
never  heard  of  a  Sinclair  Micro- 
Floppy.  If  any  of  you  readers  think 
you  can  help,  please  contact  me  or 
Rob  through  this  magazine. 


104 


ANTIC,  The  Atari  Resource 


LITTLE  BROTHER  GROWS  UP  continued  from  page  68 

Note  —  "*"  see  Figures  2  and  3 


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continued  on  next  page 


April  1984 


105 


Figure  2 


Note:  Connection  points  as  indicated 
by  "*"  are  shown  in  Figure  3 

(ALL  RESISTORS  ARE  5%  -  'A  WATT) 


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•(R170) 


(^ 


ay 


C4  R4 

(.I^F)  (40KQ) 


C3  R2 

(.I^F)         (50KQ) 


AUDIO  CIRCUIT 


AUDIO 
OUT 

8-1 6Q  =  125MW 


5VDC 

♦(CI  88) 


LUM  3 
*(R179) 


LUM0 
»(R180) 


LUM  1 
•(R178) 


LUM  2 
»(R177) 


VIDEO  SYNC 
•(R176) 


5VDC 
*(C188) 


<!> 


(^ 


U1 

(CD4050) 


R11 
(2.2S) 

R9 
(36KQ) 


{M/V^' 


R7 
(18KQ) 


rO^fAV 


RIO 


I  (9.1  KQ) 


R8 
(4.7KQ) 


-n{>rf\AAr-' 


(!> 


•(CI  88) 


L. 


D1 
(1N4148) 


w 


COMP  CHROMA 
*(Q107  c) 


<i> 


R14 
(330Q) 


Q2 
(2N2222A) 


®7f^ 


C5 

(•VF). 


Ttr 


*(C188) 


U^     Q1 

K^(2N22! 


(2N2222A) 


R12 
(75Q) 

JWV- 


R5 
(220Q) 


R6 

(120Q) 


® 

*(C188) 


R13 

(1  KQ)  • 


m 


C6 

(lOOpF) 


VIDEO  CIRCUIT 


(    DIN  PLUG~) 


<^7ff 


*(C188) 


COMP 
LUM. 


COMP 
VIDEO 


<^ 


SIGNAL 
GND. 


COMP 
CHROMA 


*(C188) 


106 


ANTIC,  The  Atari  Resource 


Figure  3 
MOTHER  BOARD  TfE-IN  SCHEMATIC 


o 
o 


□ 


April  1984 


107 


COMPUTER-APPLIANCE  INTERFACE  continued  from  page  61 


Figure  2 
CAI  MAIN  CIRCUIT 


"^- 


R2 


Compute 
5V-DC 


'c^-Wv 


Bit  Line 


Ground 


Optoisolator  I 

\ 1  > H 


'xy 


Q3 


Ryi 


Power  Supply 

5V-DC 

Regulated 


4-^V 


RYS 


COMPONENT  VALUES 

R1  27K  Ohms 

R2  150  Ohms 

Q1  2N3906  PNP  Transistor  276-1 604* 

Q2  2N3906  PNP  Transistor  276-1604' 

Q3  2N3906  PNP  Transistor  276-1604* 

RYI  5  VDC  @  10  MA.  SPST  929-3785  Allied  Elect. 

Ry2  110  vac  coil  DPDT 

GP  Neon  Glow  Plus  110  vac 

Optoisolator  276-142* 

•Radio  Shack  part  numbers 


t^ 


110  vac 


-O  Common 


To  Phone 


l—O 


Power  Outlets 
110  vac,  20  annp. 


What  is  a  TYPO  TABLE?] 

If  you're  new  to  ANTIC,  you  may  be  curious  about  the  "TYPO  TABLE"  that  appear^ 
at  the  end  of  most  of  our  BASIC  listings.  TYPO  is  a  program  that  helps  you  find  the 
typing  errors  you  make  when  entering  programs  from  ANTIC.  It  produces  a  table  of 
values  that  can  be  used  to  pinpoint  the  program  segment  where  a  line  was  entered 
incorrectly.  The  TYPO  article  and  program  listing  appeared  in  the  February  1984  issue 
of  ANTIC  ("TYPO,"  page  42)  in  our  new  listing  format,  and  with  improved  instruc- 
tions. It  originally  appeared  in  our  August  1982  issue. 


108 


ANTIC,  The  Atari  Resource 


MicroMate  Software 

GRIDIRON  GLORY  .  , .  Coach  your  favorite  1983  pro  tearr  to 
victory.  1980-82  season  statistics  also  Included.  Play  against 
the  computer  or  a  human  opponent.  Requires  BASIC.  48k,  Disk 
Drive . .  $17.95*.  Trade  In  your  old  32k  version  for  a  $10.00 
itlscount. 

RAMBLIK  GAMBLIN  .  .  .  Play  Roulette,  Black  lack,  5  Card 
Stud,  Slot  Machines  and  Horse  Racing  as  you  Ramble  and 
Gamble  llirougli  the  Casino  to  the  Horse  Track  In  this  Hl-Res 
game  for  1-4  players,  or  play  any  of  the  games  separately. 
ML  routines  speed  up  the  action.  Requites  BASIC,  32k,  disk 
drive . . .  $14.95* 

ASTEROID  ARTIST . . .  Connect  the  letters  or  numbers  to  form 
pictures  In  Graphics  Mode  7+  then  enhance  and  color  your 
creation.  Pictures  can  be  saved  to  disk  and  retrieved  for  later 
viewing  and  coloring.  Requires  32k,  disk  drive , ,  $14.95* 

10  DAY  MONEY  BACK  GUARANTEE 

SEND  CHECK  OR  MONEY  ORDER  TO 

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"Convert  Bsaic  to  Assembly  Source  Code 
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•  Includes  tested  Assembly  Source  Code  for 
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•A  cookbook  of  Assembler  Source  Code  on  disk. 
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and  documentation 

DISK  SORT  AND  MERGE 

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•  fOO%  machine  language,  ^OO     OR 

MC,  VISA,  M.O. 


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Made  EASY 

EASY  is  a  combination  ol  over  60  macros 
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BASIC  like  commands.  EASY  supports  IF 
THEN,  DO  LOOP,  INTEGER  MATH,  I/O, 
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EASY  comes  on  a  disk  containing  libraries 
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GAME  WRITING  101 


Course  HeqLliremenls:  a  working  knowtedqe  of  AIAHI  BAblL. 
an  ATARI  400  or  800  computer  and  a  oesire  to  learn  the 
secrets  of  ATARI  sound  and  graphics  capabilities. 
Course  Descrinlion:  a  twelve  month  tutorial  program  that 
will  provide  the  particioanl  with  step  by  step  instruction  on 
the  mechanics  of  constrncling  a  game  in  ATARI  BASIC 

You've  seen  the  game  listings  month  after  month.  Oc- 
casionally an  author  will  tell  you  how  a  particular  aspect  of 
his  game  was  written,  but  overall,  you  were  LOST!!!  G.W  101 
is  different  Duiing  each  of  the  first  six  months  of  G  W.  101 
you  will  receive  a  fifteen  to  twenty  page  syllabus  that  will 
contain  the  listing  for  a  section  of  trie  game  that  you  will  ulti- 
mately construct.  Included  witli  that  listing  will  be  an  in 
depth  explanation  of  every  line  of  that  listing  as  well  as  the 
necessary  discussions  of  programming  principals  essen- 
tial for  understanding  all  that  you  wilTEie  doing.  At  the  end 
of  the  first  6  lessons  you  will  nave  listed  the  main  frame" 
of  the  arcade-style  name.  "COIVIIvlANOG".  The  next  six  les 
sons  will  deal  with  '  dressing  up"  our  game.  All  lessons  will 
contain  principals  that  are  applicable  to  writing  any  game 
and  will  be  written  in  non-technical  language.  What's  more. 
a  HELP  number  will  be  at  your  disposar 


EXPERIENCE  THE  SATISFACTION  AND  POWER! 

SEND  $44.95  to:    'G.W.  101" 
in„i..j.,  „».!.„»  C/0  Martin  Goldstein 


Includes  postage  ,  „  ;^' m' ^n  r» » ' 
(or  year  and  1127  W.  Mam  Street 
binder  Waterbury.  Connecticut  06708 

checl(  or  money  order 

'ATARIIsaliaoeiflark'olATARI.  INC. 


ATARI  600XL  MEMORY 

Upgrade  your  SOOXL's  memory 
to  32K  or  48K  of  usable  mem- 
ory. Plugs  Into  expansion  bus 
connector.  Automatically  rec- 
ognized by  all  programs. 

Introductory  offer! 

32K    Model.    AM2    .   .    .   S79 
48K    tulodel,   AMI    .   .    .   S99 

Include  S2  PaH.  Add  4%  for  Visa  and 

M/C  orders.  WA  residents  add  7.8% 

sales  tax.  Phone  orders  accepted  after 
4PM  PST  and  weekends. 

RC  SYSTEMS,  Inc. 
12  1  W.  Winesap  Rd. 
Bothell,      WA      98012 

(206)    77  1-6883 


SarT  TALK 


SOFTWARE 


Presents 


Spell  Weaver 


THE  ULTIMATE  SPELLING 
PRACTICE  SYSTErwl 

HI-REZ  GRAPHIC  -  ANIMATION  -  AND 
SPOKEN  LANGUAGE:  EXTREMELY  USER 
FRIENDLY.  COMES  WITH  500  WORD 
VOCABULARY,  UNLIMITED  WORD  FILES 
IVIAY  BE  ADDED! 

$24.95     .  i;?.^o  =.,pn. 

Irul.    res.    +   S%   sales    l;ax. 

system  requires  ATARI*    400/800  W/48K 

BASIC  CART,  and  DISK  DRIVE 

VOICEBOXIIorS.  A.  M* 

Send  Ctiecks  or  fwloney  Orders  to: 

SOFT  TALK  SOFTWARE 
1422  HUNTER  ROAD 
BLUFFTON,  IN  46714 


RENUMBER-IT 

An  Atari"  BASIC  line  renumbering  util- 
ity. RENUMBER-IT  offers  the  following 
features 

•IOOOq  Machine  Language 
•  Does  Nol  Use  Page  Six 
•Co-Resident-Callable  At  Any  Time 
•Renumbers  Internal  References 
•Lists  Variable  Line  References 
•User  Friendly 

All  these  features  for  only  S9.95  plus 
$2  00  shipping  and  handling  Order 
now  from  SAGEWARE  SYSTEMS. 
DISK  Only  MC  VISA  Check  or  M  O 

SAGEWARE  SYSTEMS 

P.O.  Box  45  Owasso.  OK  74055 
918/493-3970 


THE  HOTTEST  ATARI  ™ 
DRIVE  EVER... 

Indus 

WITH  WORD  PROCESSOR  - 

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CARRYING  CASE 

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$525.  Ppd 

TXadd4% 

STEWART  ELECTRONICS 

P.  O.  Box  155 

Mullin,  TX  76864 


THE  COMPUTER  STOflE 

116  Seventh  St.  N.U. 

N. Canton,  Ohio  44720 

216-497-0299 


/ 


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THE  ARCADE  EXPERTS 

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MERLIN'S  SOFTWARE 


EDUCATIONAL  AND  GAME  SOFTWARE 


BORED  WITH  SHOOT-EM-UP  GAMES? 

Enter  a  new  generation  of  game-playing! 
One  for  tfie  entire  family! 

* 'ROULETTE** 

It's  not  just  a  game— it's  also  a  learning  program. 
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if  you  never  played  before.  Higll  resolution  board 
Vi/itti  spinning  vwtieel  and  sound  effects,  100% 
mactiine  language  48k  disk. 
$24.95  ea.  +  $1.75  shipping. 

SEND  CHECK  OR  MONEY  ORDER  TO: 

Merlin's  Software  Company 

7822  Sedan  Avenue 

Canoga  Park,  CA  91304 


Table  Information 


Our  custom  font  listings  represent  each 
ATASCII  character  as  it  appears  on  the  xitleo 
screen.  \'()u  generate  some  characters  b}'  a 
single  ke\'stroke,  for  example,  the  regular 
alphabet.  Others  retjuire  a  combination  or 
seciuence  of  keystrokes.  In  this  table,  r„S(" 
means  press  caul  release  the  escape  ke\' 
beibre  pressing  another  ke\'.  CTRL  ot  SHITT 
means  press  a>ul  bold  the  control  or  shift 
ke)'  while  simiiltaneoush  pressing  the  fol- 
lowing kc)'. 

'I'he  Atari  logo  ke>'  (  A  )  "toggles"  inverse 
\'icleo  for  all  alphanumeric  and  punctuation 
characters.  Press  the  logo  key  once  to  turn 


NORMAL  VIDEO 


FOR 
THIS 

m 

m 
ffi 

IE 
H 
0 
H 
B 

a 

B 

E 
H 

y 
m 

SI 
H 

ffl 
m 
s 
c 
e 

H 

m 
a 

B 

m 
m 

H 
H 
II 
11 
I 
S 


II 
E 


D 
E 
F 


TYPE 
THIS 

CTRL  , 
CTRL  A 
CTRL  B 
CTRL  C 

CTRL 
CTRL 
CTRL 
CTRL  G 
CTRL  H 
CTRL   I 
CTRL  J 
CTRL  K 
CTRL  L 
CTRL  M 
CTRL   N 
CTRL  O 
CTRL   P 
CTRL  Q 
CTRL  R 
CTRL  S 
CTRL  T 
CTRL  U 
CTRL  V 
CTRL  W 
CTRL  X 
CTRL  Y 
CTRL  Z 
ESC  ESC 
ESC  CTRL  - 
ESC  CTRL  = 
ESC  CTRL   + 
ESC  CTRL   * 
CTRL    . 
CTRL    ; 
SHIFT     = 
ESC 
SHIFT 

CLEAR 
ESC   DELETE 
ESC  TAB 


DECIMAL 
VALUE 

0 

1 

2 

3 

4 

5 

6 

7 

8 

9 

11 

11 

12 

13 

14 

15 

16 

17 

18 

19 

20 

21 

22 

23 

24 

25 

26 

27 

28 

29 

30 

31 

96 

123 

124 


125 
126 
127 


it  on;  press  again  to  turn  it  off.  In  the  XL  line 
there  is  no  logo  key;  inverse  video  is  con- 
trolled by  a  key  on  the  function  row.  Decimal 
\:ilues  are  gi\'en  as  reference,  and  correspond 
to  the  C;HRS  xalues  often  used  in  BASIC 
listings. 

INVERSE  VIDEO 


FOR 
THIS 

□ 
D 


n 


r 
□ 

B 
B 


a 

B 
B 
B 
B 

H 

n 


a 

B 
B 

B 

B 

B 


□ 

□ 
D 


TYPE 
THIS 

A  CTRL 
A  CTRL 
A  CTRL 
A CTRL  C 
A CTRL   D 
A  CTRL 
A  CTRL 
A  CTRL 
A  CTRL 
A  CTRL 
A  CTRL 
A  CTRL 
A  CTRL 
A  CTRL 
A  CTRL 
A  CTRL 
A  CTRL 
A  CTRL 
A  CTRL   R 
A  CTRL   S 
A  CTRL 
A  CTRL 
A  CTRL 
A  CTRL  W 
A  CTRL  X 
ACTRL  Y 
A CTRL  Z 
ESC 

SHIFT 

DELETE 
ESC 

SHIFT 

INSERT 
ESC 

CTRL 
TAB 
ESC 

SHIFT 

TAB 
ACTRL    . 
ACTRL    ; 
A  SHI FT   = 
ESC  CTRL  2 
ESC 

CTRL 

DELETE 
ESC 

CTRL 
INSERT 


A 
B 


E 

F 

G 

H 

I 

J 

K 

L 

M 

N 

0 

P 

Q 


T 
U 

V 


DECIMAL 
VALUE 

128 
129 
130 
131 
132 
133 
134 
135 
136 
137 
138 
139 
140 
141 
142 
143 
144 
145 
146 
147 
148 
149 
150 
151 
152 
153 
154 


156 
157 
158 


159 
224 
251 
252 
253 


254 


255 


ADVERTISERS 

ADVANCED  INTERFACE  DEVICES  .  .     29 

ALLEN  MACROWARE 33 

AMDEK BC 

ASTRA  SYSTEMS 44 

AVALON  HILL  GAME  CO 4 

BITS  &  BYTES 20 

COMPUCAT 110 

COMPUCLUB 49 

COMPUTER  CREATIONS 99 

COMPUTER  GAMES  +    109 

COMPUTER  OUTLET 81 

COMPUTER  PALACE 100,101 

COMPUTER  SOFTWARE  SERVICE  .  .  102 

COMPUTER  STORE 110 

DATABAR 71 

DOVESTAR 109 

EASTERN  HOUSE 80 

EPYX/AUTOMATED  SIMULATIONS .     1 5 

GAME  WRITING  101 110 

GEMINI  SOFTWARE 64 

HARTCOURTBRACE 29 

HOMESPUN  SOFTWARE 109 

JOHN  WILEY  &  SONS 84 

LATERAL  SOFTWARE 52 

USA  ENTERPRISES 109 

MARSTEN  SYSTEMS 40 

MERLIN  SOFTWARE 110 

MICROBITS  PERIPHERAL    2,3 

MICROLASER  SOFTWARE 109 

MICROMATE  SOFTWARE 109 

MICROPROSE 23 

M.M.G 66 

NOVIN 19 

OMNITREND  SOFTWARE 11 

OSS 21 

ORIGIN  SYSTEMS    13 

PARTLYSOFT  SOFTWARE 64 

PC  GALLERY   75 

QUALITY  SOFTWARE 17 

RC  SYSTEMS    110 

RESTON  PUBLISHING,  INC 31 

RISING  SUN  SOFTWARE 76 

ROYALE  SOFTWARE    80 

SAGEWARE 110 

SOFTTALK  SOFTWARE 110 

SOFTWARE  DISTRIBUTORS  OF 

AMERICA 57 

STEWART  ELECTRONICS    110 

S.S.I 115 

SUPERWARE 109 

SURESOFT 20 

S.W.R,  INC 65 

SYNAPSE  SOFTWARE 7 

TINYTEK 109 

TRAK    26,27 

TRONIX 9 

WIZARD'S  WORK 110 

This  is  provided  as  a  c()n\x"niencc  and  :is  ;i 
coLirlcs)  to  adverti.scrs.  ANTK."  docs  not  guaran- 
tee accuracy  or  comprehensiveness. 


April  1984 


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'  print 


■Zip, 


524  Second  Street 


S^"^^anc,sco,CA  94,07 


new  products 


COMPUTER  PREPARATION  W^ 
FOR  THE  SAT 

(educational  program) 

HarcoLirt  Brace  Jovanovich,  Inc. 

1250  Sixth  Ave. 

San  Diego,  CA  92101 

(800)  543-1918 

In  California,  call  collect:  (619)  699-6335 

48K  —  diskette 

S79.95 

No  computer  experience  is  necessary  to 
use  Computer  Preparation  for  the 
SAT,  a  complete  learning  system  that 
helps  students  raise  their  actual  SAT 
scores.  The  user's  strengths  and  weak- 
nesses in  15  areas  of  ability  are  diag- 
nosed. The  program  also  outlines 
appropriate  drills  and  review,  lessens 
test  anxiety  and  improves  test-taking 
skills. 

SONGWRITER  i^^^^^^^l 

(educational  program) 
Scarborough  Systems,  Inc. 
25  N.  Broadway 
Tarrytown,  NY  10591 
(800)  882-8222 
48K  —  diskette 
«39.95 

Would-be  Mozarts  and  McCartneys  will 

have  fun  with  Songwriter,  a  program 

for  beginning  to  advanced  musicians 

that  makes  it  possible  to  compose 

music  or  learn  music  theory.  Songs  and 

musical  ideas  can  be  composed  in 

seconds,  stored  on  disk,  edited  and 

transposed.  A  free  connector  cable  for 

home  stereo  use  is  also  included. 

THE  HEIST  ■■■■■■^^B 

(game) 

Micro  Lab 

2699  Skokie  Valley  Rd. 

Highland  Park,  IL  60035 

(312)  433-7550 

16K  —  diskette 

S35.00 

According  to  the  F.B.I.,  art  theft  is  on 
the  rise.  If  you,  too,  wish  to  engage  in  a 
bit  of  tasteful  thievery,  your  safest 
option  is  to  play  The  Heist.  Join  forces 
with  the  world's  greatest  super-agent, 
and  this  game  of  espionage  will  lead 
you  through  96  museum  rooms  that  are 
booby-trapped  with  perils.  The  object 
of  your  quest  is  a  top-secret  microfilm, 
which  is  hidden  within  an  art  object. 


TRAVEL  MATE 

(chess  computer) 
SciSys  Computer  Inc. 
359  E.  Beach  St. 
Inglewood,  CA  90302 
(213)  673-9500 
S29.95 


Checkmate  can  be  achieved  on  the  run 
when  your  travelling  companion  is 
Travel  Mate,  a  sensor-type,  portable 
chess  computer.  Its  built-in  Memory 
Mode  enables  it  to  be  turned  on  or  off 
at  any  time,  for  up  to  one  year,  while 
fully  retaining  the  current  board  posi- 
tion. Four  adjustable  levels  of  play  are 
possible.  A  buzzer  indicates  if  an  illegal 
move  has  been  made. 

CLEAN  RUNNER  H^H^^^ 

(drive  cleaner) 

Discwasher 

1407  N.  Providence  Rd. 

P.O.  Box  6021 

Columbia,  MO  65205 

(314)  449-0941 

S24.95 

If  you  would  rather  not  use  an  alcohol- 
laden  cleaning  stick  to  clean  your  disk 
drive.  Clean  Runner  may  come  as  a 
welcome  answer  to  the  problem  of 
drive-head  maintenance.  This  inter- 
active disk  drive  cleaner  has  been 
designed  to  lead  the  computer  user 
through  the  cleaning  process  step  by 
step,  and  is  said  to  safely  and  efficiently 
clean  disk  drive  heads  while  avoiding 
problems  associated  with  contamination. 

New  Product  listings  are  compiled 
and  written  by  Caitlin  Morgan,  Edi- 
torial Assistant.  ANTIC  welcomes 
submissions  of  products  and  informa- 
tion for  this  section  of  the  magazine. 


SOFTOY 

(educational  program) 
Monarch  Data  Systems,  Inc. 
P.O.  Box  207 
Cochituate,  MA  01778 
(617)  877-3457 
24  K  —  diskette 
S29.95 

SofToy's  ringing  bells,  bouncing  balls 
and  hooting  owls  gently  introduce 
children  over  two  years  of  age  to  let- 
ters, numbers,  spatial  relations  and  ele- 
mentary programming  concepts.  Even 
older  members  of  the  family  may  enjoy 
the  program's  "match  game,"  and  the 
program's  colorful  interactive  display 
invites  young  children  to  explore  the 
keyboard  and  make  things  happen. 

OSCAR 

(optical  scanner) 

Databar  Corp. 

10202  Crosstown  Circle 

Eden  Prairie,  MN  55344 

(612)  944-5700 

«79.95 


We're  all  familiar  with  the  optical  scan- 
ners used  in  supermarkets  —  now, 
OSCAR  brings  bar-code  reading  into  the 
home.  This  revolutionary  device  allows 
you  to  quickly,  easily  and  flawlessly 
enter  bar-coded,  printed  programs  into 
your  computer  with  no  need  for  key- 
board entry.  The  premier  issue  of 
Databar,  The  Monthly  Bar-Code  Soft- 
ware Magazine,  is  included  in  the  price 

of  the  scanner 

continued  on  next  pase 


April  1984 


113 


new  products 


DATA  DEFENDER 

(security  device) 
PlCOtronics,  Inc. 
820  H.  4~th  B-IO 
Tucson,  AZ  <S5713 
(800)  13 1-5007 
S  198.00 


Data  Defender  is  :in  electronic  burglar 
alarm  designed  to  safeguard  computers 
and  peripherals.  Its  control  module  and 
pressure-sensitive  mat  combine  forces 
to  sound  an  alarm  if  equipment  is  re- 
moved from  the  mat.  In  addition,  tip  to 
10  pieces  of  equipment  can  be  pro- 
tected by  a  mat-linking  feature  that 
lowers  the  cost  per  unit. 


OMNITREND'S  UNIVERSE  ^^B 

(game) 

Omnitrend  Software 

8  Huckleberry  Lane 

West  Simsbury.  CT  06092 

(203)  658-6917 

48K  —  diskette 

S89.95 

What's  a  starship  captain  to  do  withotit 
his  h)perspace  booster?  "^ou  must  help 
him  track  it  down  in  Omnitrend's 
Universe,  a  tactical-strategic  adventure 
game  that  incorporates  3-D  graphics 
and  many  custom  displays.  The  pro- 
gram's easel-st\'le  binder  holds  game 
instructions,  quick-reference  cards  and 
four  distribution  diskettes.  Also  in- 
cluded is  a  free  membership  to  Omni- 
trend's Universe  Bulletin  Board, 
which  furnishes  information  on  up- 
dates, new  products  and  game  strategies. 


BASIC  BUILDING  BLOCKS  ^^M 

(educational  program) 

MHCA 

285  Riverside  Me. 

Westport,  CT  06880 

(203)  222-1000 

48K  —  diskette 

S79.95 

The  basics  of  BASIC  are  explored  in  this 
tutorial,  which  encourages  the  beginner 
to  design  programs,  trace  their  flow 
and  detect  programming  errors.  Its 
BASIC  Design  Tool  feature  allows  you 
to  "walk"through  programs  at  )our 
own  pace,  line  by  line,  so  that  you  can 
better  understand  their  workings  and 
find  your  mistakes. 

TRAV-L-CASE 

(luggage) 

Computer  Case  Co. 
5650  Indian  Mound  Ct. 
Columbus,  OH  43213 
(800)  848-7548 
S2 17.00 


If  \'ou  can't  leave  home  without  )-our 
computer,  tote  it  along  in  the  Trav-L- 
Case.  Its  plywood  sides  are  co\'ered 
with  scuff-resistant  \'inyl  and  reinforced 
with  metal  edges  and  corners,  and  its 
handle  and  interior  are  both  well- 
padded  with  foam.  When  ordering,  be 
sure  to  specify  which  Atari  computer 
you  o\Mi. 

Return  Ihc  fiwor.  When  you  cull  a 
nuinnjcictiirer  or  supplier  ah(nit  a 
produci  you'i'e  seen  dilverliscd  or 
otherwise  mentioned  in  ANTIC, 
please  tell  them  so.  This  will  help  us 
to  coidinue  to  bring  Y(ni  the  latest 
infornuition  cihoul  products  that 
will  make  your  Atari  computer  an 
etmi  more  valuable  investment  in 
the  future.  —ANTIC  ED 


MULTIPLE  CHOICE  FILES 

(educational  program) 
Compu-Tations,  Inc. 
P.O.  Box  502 
Troy,  MI  48099 
(313)689-5059 
48K  —  diskette 
S29.95 

Teachers  and  students  alike  will  benefit 
from  Multiple  Choice  Files,  which 
require  no  programming  kn(n\  ledge. 
Written  for  elementary  school  through 
college  levels,  this  ver)'  friendly  pro- 
gram allows  you  to  create,  store, 
retrieve,  revise  and  review  multiple 
choice  tests.  Guided  instructions  are 
easy  to  understand  and  follow. 

MEGA  FONT  ■■^^■^^H 

(graphics  utility) 

Xlent  Software 

P.O.  Box  5228 

Springfield,  VA  22150 

(703)  644-8881 

48K  —  diskette 

!519.95 

Add  S2.0()  for  shipping  and  handling 

Written  for  use  with  Prowriter,  NFX;  or 
Epson  (with  Graftrax)  printers,  this 
utility  is  said  to  make  your  printer  fully 
compatible  with  your  computer.  All 
control  and  inverse  characters  can  be 
listed  to  the  printer  in  any  of  the  nine 
fonts  provided,  and  original  fonts  can 
be  created  with  any  font  editor  Also, 
Graphics  8  screens  can  be  dumped  to 
the  printer  in  three  different  sizes. 

OMNI  ONLINE  W^^^^^^M 
DATABASE  DIRECTORY 

(reference  book) 
Macmillan  Publishing  C:o. 
866  Third  Ave. 
New  York,  NY  10022 
(212)  702-4212 
hardcover  —  S19.95 
paperback  —  S  10.95 

This  guide  to  online  databases  analyzes, 
evaluates  and  provides  access  informa- 
tion for  more  than  1000  databases  that 
cover  fifty  areas  of  interest.  In  addition, 
helpful  tips  on  how  to  choose  modems, 
software  and  database  vendors  are  in- 
cluded in  this  304-page  catalog,  which 
was  edited  b}-  Mike  Edelhart  and  Owen 
Davies.  Q 


114 


ANTIC,  The  Atari  Resource 


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BUIIT  FOR  YOUR  AIARIS  FUTURE... 

AMDEKTOJGH! 


Put  the  futuristic  Amdek  disk  drive  and  3"  diskette  to  work 
with  your  Atari®  now.  Get  tomorrow's  performance  today. 
It's  small. ..quiet. ..convenient  to  use. ..and  "user  tough!' 
Competitively  priced  for  use  in  the  home,  business  or 
classroom. 

With  the  Amdek  AMDC  I  or  AMDC  II  disk  drive  (single  or  dual 
drive),  you  get  superior  performance.  Hook  up  your  printer  or 
plotter  direct.  Use  in  conjunction  with  any  5V4 "  disk  drive  to  boot 
other  Atari-compatible  software. 

Amdek  diskette  cartridges  are  virtually  destruction-proof.  They 
will  support  both  single  and  double  density  recording.  You  get 
180,000  characters  of  storage  capacity  on  each  side.  You  get 
expanded  use... more  games... more  programs... more  capabil- 
ities. Many  software  packages  are  already  available  on  these 
"  diskettes.  And,  more  are  planned. 

As  you've  come  to  expect  from  Amdek,  you  get  a  complete 
package— operating  software,  cable,  instruction  manuals,  and 
product  support. 

Call  Your  Local  Computer  Dealer  Today... and  make  your 
Atari  the  most  powerful  ever. 


Atari'"  is  a  registered  trademarl<  of  Atari,  Inc. 


/ 


\ 


ON 
I 


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